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Evolution of the Dialogue System


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ZeRoToXiN

ZeRoToXiN
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I haven't been following DA2 until recently, since I just finished Origins about 2 weeks ago and kept a "media blackout" until then. One thing I've been reading a lot on is the dialogue system. It seems quite controversial at least.

What I want to say here, is that DA2 seems to be taking it a step forward - we shall yet see if it is a step in the right direction. I have seen many, many reviews and comments of many different games that involved dialogue or plot choices about people wanting a more, lets call it "realistic" system, as opposed to picking from a (usually) obvious "good", "neutral" or "evil" option. Will DA2's system be better? On the surface, Im thinking it may be the same thing, but presented in a different way - rather than usually straightforward morality, we have personality. I was noticing today playing Awakening for the first time, how the choices played out and how I was thinking: for my current goody-good char, they'll pick this, but when I play my more neutral-good character, they will pick this option, and this other option will be for my evil character. I've seen much complaining about this, and here we are with a potential solution meeting much resistance - but is it really that different from what we've seen before. Well, with DA2, we may get something along the lines of: "This char will usually act, lets say, aggressively and angrily, but on my other playthrough, I'll usually pick the calm or diplomatic options." Rather than having a character alignment, we have their attitude. The advantage here seems to be that we really get to develop Hawke's personality for ourselves, and that it may be somewhat more like how people would react in real life as oppposed to the usual sideing with your alignment we see in RPG's. It would also make the game more cinematic. The problem is that it would limit the player's role-playing and creating their own character, as well as perhaps less variation between different Hawkes but I understand what Bioware is going for here (I think)

Personally, I strongly preferred the KotoR/DA no voices, choose from a written list style over ME's paraphrasing wheel. Im sad to see DA's convo style go - but I'm interested in how it plays out, and how it may add to the overall story experience. Or it could just end up being a different approach that ends up being the same thing, but with a little less player control.

The point here is - DA2 seems to be taking a new, somewhat
different approach to conversations and choices in game. Not just making
it like ME and streamlining it, but with the tones and other actions,
making it more personality-driven. I think Alpha Protocol did something
similar, I don't know how it played out there. It's a possibilty to get out of the standard good-neutral-evil thing we see so much of in games. As video games evolve as a
medium, there come new possibilities for story-telling and
experiences...

Sorry if that was badly thought out and communicated, it's late and I really should be getting to bed now...