Aller au contenu

Photo

Who else is happy the main character is voiced while including a dialogue wheel?


  • Veuillez vous connecter pour répondre
250 réponses à ce sujet

#26
Meltemph

Meltemph
  • Members
  • 3 892 messages
I enjoy both VO and the wheel, so ya, I'm happy with it.

#27
Nashiktal

Nashiktal
  • Members
  • 5 584 messages
I'm looking forward to the voiced protagonist. At most times in DAO I never really felt like I had a character.

#28
thegreateski

thegreateski
  • Members
  • 4 976 messages
I'll reserve judgement till the game has been out for a bit.

We'll see how well this "voiced protagonist" thing works for a game like DA:2.

Modifié par thegreateski, 22 janvier 2011 - 09:53 .


#29
Xebioz

Xebioz
  • Members
  • 150 messages

Drizzt ORierdan wrote...

I think I will like it, cause I prefer hearing a voice and having the added cinematic effect of your character being more participant rather than just "staring" while the other people talk cool.

I dont think this offers less choices or anything. It will be the same choices, you just wont be able to read them off hand first. That is a plus, because being able to read ALL your choices first sort of killed the "surprise" element for following playthroughs... and now you have them "sort of" concealed.

I have to agree, though, that if the paraphasing is done wrong it WILL be a bummer.


Well considering how conversation branches and how people respond to your lines in DA:O, re-playability really isn't anything I say that you could put this decision onto.

And when RP'ing you should never be surprised at how YOUR character says things, it is YOUR character after all...

#30
Ailith Tycane

Ailith Tycane
  • Members
  • 2 422 messages
I'm happy about it. I hated the DAO dialogue system, it is outdated and should never be used again.

#31
Shepard Lives

Shepard Lives
  • Members
  • 3 883 messages
I'm on the fence about this feature, although I'm leaning towards positive. Both systems have their advantages.

The silent protagonist allows for much more roleplaying freedom, but it's bad when it comes to interacting with the rest of the world. It was remarkably jarring in DAO when Leliana was telling me about her crisis of conscience, or Alistair was giving a rousing speech to the army, and my Warden stood there, a void in the fabric of reality whose only apparent purpose was murdering darkspawn.

The voiced protagonist allows the PC to leave a far greater impact both on the game world and in the player's mind, but limits roleplaying and the paraphrases may be misleading.



In the end, my appreciation of the voiced PC is going to depend largely on the quality of the paraphrasing and on the handling of the persuasion system. Still, I have faith in Bioware.

#32
wildannie

wildannie
  • Members
  • 2 223 messages
I'm happy enough, although I love DAO a very tiny bit more than ME this was due to the IMO better characters in general rather than having greater freedom with the Warden.



I find it hard to feel as engaged with the DAO warden as I do with my Shepards as She (he) has a personality (voice) that I can fill in the gaps with. The Warden was much more of a blank slate... which, no doubt because of my own laziness or lack of effort with the role play ended up as a less solid character.



I could never get a voice for my Warden's, I'm scottish and find it difficult to imagine american voice for my characters (I always played elfs). The british voices given to the Human females were IMO hideous, when I played a cousland I had to give up because I thought she sounded like a poor impersonation of the Queen.... anyway, too much wine, I digress...



looking forward to voiced Hawke, like dialogue wheel but hope it's a bit better implemented than in ME2

#33
jontepwn

jontepwn
  • Members
  • 267 messages

DarthCaine wrote...

I'm happy about the voiced protagonist, but I hate the crappy dialogue wheel 'cos of the fraking paraphrasing. In ME 95% of the time what I chose and what Shepard actually said was completely different


Never had that problem at all. And I've completed ME2 4 times. ;) Edit: But now that I think about it some dialog choices are a little vague. But I was never wrong what the intent was.

On topic: Yes I'm glad they went with a voiced character. I very much prefer it as opposed to a silent protagonist.

Modifié par jontepwn, 22 janvier 2011 - 09:48 .


#34
KBomb

KBomb
  • Members
  • 3 927 messages
I like both the voiced protagonist and the dialog wheel. Recently I was watching a friend play a demo of one of the Arcadia games, (I believe.) and the line that was spoken was the exact line being shown and it seemed boring to me. The only problem I had with intent was a few dialog choices when playing male Shepard was with Jack. Other than that, I had no problem with intent. I think DA2 will null most of that problem with the intent icons anyway. I’m looking forward to it.

#35
AmstradHero

AmstradHero
  • Members
  • 1 239 messages

shinobi602 wrote...
The lists they have in Origins are a little tedious, and sometimes are full sentences that you have to read before picking an option, meanwhile an awkward moment of silence is present when you're seeing which response to pick, between you and the other character talking, which really breaks up the immersion and flow of the conversation.

Here's where I disagree. Complaining about having to read sentences... oh dear.  Okay, I understand where you're coming from. Mass Effect 2 feels like a cinematic interactive experience for you. I totally understand that, and I think it's a fantastic game for further pushing that idea and bringing RPGs to the masses that previously considered them boring games. Mass Effect 1 and 2 have made RPGs more accessible to the FPS crowd who have in the past dismissed them as "dull", "boring" and "tedious".

That said, I don't think RPGs should have to feel like an interactive movie. I think they should allow the player to project themselves into the role of their character. I love that some of them do, but I don't think all of them need to (or should) follow this route. I'm afraid that from where I'm sitting, people who say they felt their protagonist felt flat have only themselves and a lack of imagination to blame for that. Sorry, I know that's harsh, but I've been playing RPGs since way back when, and I've been infusing my characters with personalities based on nothing more than a name and low resolution 2D sprite.

I like a fair amount of meat in my RPG. I like to actually be able to roleplay my character quite a bit. This sometimes means that I would like more complexity than is offered by the voiced protagonist and dialogue wheel. Dragon Age:Origins scratches that itch extremely nicely and gives you are wide range of options that help you create a character with an in-depth personality. I got to create and play out a more complex character in Dragon Age: Origins in terms of morality and values than I could potentially do in ME1/2.

This isn't to say that I dislike the system used in Mass Effect 1 and 2. I do like it. Heck, I love the system from Alpha Protocol even more because that forces dialogue to flow smoothly without any room for pausing by forcing you to make a decision within a time limit that makes the conversation seem like a real conversation, But I don't want every game to use the same system. I like variety in my games. I don't need my protagonist to be voiced for every game. Sometimes I like to feel like I'm playing a character that I've created rather than a character that I'm taking on the role of playing for a particular game.

Modifié par AmstradHero, 22 janvier 2011 - 10:01 .


#36
Bryy_Miller

Bryy_Miller
  • Members
  • 7 676 messages
I'm.... okay with it. We'll see how it turns out.

#37
MyKingdomCold

MyKingdomCold
  • Members
  • 998 messages
I don't mind, but I do wish that the dialogue wheel wasn't so obvious when it came to "good" or"bad" responses.

#38
Challseus

Challseus
  • Members
  • 1 032 messages
With regards to the voiced PC, I am very happy about it. As for the dialogue wheel, I couldn't care less which way they went with that.

#39
RandomSyhn

RandomSyhn
  • Members
  • 341 messages
I'm actually in favour of this change. I'm excited about the emotion icons, because there are certain parts where I assumed the line was sarcastic and it wasn't so it'll be good to know there will be intent behind my statements. Another awesome advantage of a VA is emotion, everyone complains about how the Warden had a blank stare and I'm excited to have a Hawke with personality (or mabye an intentional lack thereof)

as for the issue of the paraphrasing, although some times in ME I had a similar problem with the sarcasm I feel this will be resolved or at least lessened with the emotion icons. Besides it could get boring just to read the text click it and here the same thing spouted back to you. In ME I found the paraphrasing made secondary playthroughs more exciting, speically because I tend to forget what they said the first time :)

#40
Atakuma

Atakuma
  • Members
  • 5 609 messages

MyKingdomCold wrote...

I don't mind, but I do wish that the dialogue wheel wasn't so obvious when it came to "good" or"bad" responses.

I really don't care since that is always what it comes down to anyway.

#41
AndarianTD

AndarianTD
  • Members
  • 706 messages

Challseus wrote...

With regards to the voiced PC, I am very happy about it. As for the dialogue wheel, I couldn't care less which way they went with that.


What he said.

#42
Hathur

Hathur
  • Members
  • 2 841 messages
Silent protagonist puts you / your character on the sidelines in a game that has any kind of voiced character.



Alistair giving the speech at end of DA instead of your character being a prime example.



Suffice it to say, very happy to have a voiced protagonist.

#43
SammyJB17

SammyJB17
  • Members
  • 773 messages
Like the voiced PC.



However, I feel like the sci-fi like dialogue wheel doesn't fit in with the setting. Perhaps I wouldn't mind it if they changed the aesthetics

#44
shinobi602

shinobi602
  • Members
  • 4 716 messages

AmstradHero wrote...

Here's where I disagree. Complaining about having to read sentences... oh dear.  Okay, I understand where you're coming from. Mass Effect 2 feels like a cinematic interactive experience for you. I totally understand that, and I think it's a fantastic game for further pushing that idea and bringing RPGs to the masses that previously considered them boring games. Mass Effect 1 and 2 have made RPGs more accessible to the FPS crowd who have in the past dismissed them as "dull", "boring" and "tedious".


I have no problems reading. Hell I do enough of that at college and work, and read the codexes all the time. But in a conversation with another character, it breaks up the flow of the conversation. It doesn't...segue nicely into it. Like Alistair would ask me a question for example, and then 6 choices pop up where each one's a full sentence. I have to read every sentence and choose my answer, meanwhile my character's standing there with blank eyes staring into space.

It breaks the 'immersion.'

That's what I mean. I have no problem reading.

#45
Brockololly

Brockololly
  • Members
  • 9 032 messages
I don't necessarily mind the voiced PC- provided you have just as many RP options in how to build your character and it retains a sense of player agency.

And I've yet to play a game with a voiced PC that can really do that. And thats the thing- I'm more interested in hearing the NPCs reactions and have the world react to my PC than having to sit through some cutscene where the PC regurgitates back the info I should have just selected.

Having just finished New Vegas, thats a damn breath of fresh air in terms of choices and how to build a PC. Speech checks all over the place, tons of non-combat skills for the PC and tons of ways to complete quests using different skills. With the emphasis on "cinematic" dialogue and the voiced PC, I just don't think that really allows for the necessary zots to be allocated to New Vegas style robust RP mechanics and choice. Or at least I haven't seen it a game as of yet.

And if a more linear/cinematic experience is the trade off to having a voiced PC, I'll take a silent PC every single time.

Modifié par Brockololly, 22 janvier 2011 - 10:18 .


#46
Night Prowler76

Night Prowler76
  • Members
  • 657 messages
I think making DA's dialogue mirror that of ME is a mistake, I found the ME wheel to be very limiting in choice, and alot of the time the dialogue was a let down because of Shepards voice not conveying what I was actually thinking as a player when I picked the "choice" on the dialogue wheel. DAO had a much more compelling system, I dont need to hear my player talk in a voice that may be annoying or irritating to me, I can read, and somewhat substitute my own voice or mood when I choose a phrase.



That being said, at the end of the year, we will see how good of a decision it was for Bioware to radically change DA, I can say without a doubt, people will speak with their wallets, and the SILENT protaganist in Skyrim will be the king of the RPGs this year, I like DAO, but streamlining every possible aspect of the game is a mistake.



Cant wait for the reviews of DA2:>

#47
Guest_martiko_*

Guest_martiko_*
  • Guests

DarthCaine wrote...

I'm happy about the voiced protagonist, but I hate the crappy dialogue wheel 'cos of the fraking paraphrasing. In ME 95% of the time what I chose and what Shepard actually said was completely different


I agree with the OP, but I am also a little worried about this. Until I have played through and know the scene triggers I pretty much spam F5 incase I end up saying something completely OOC and want to reload.

I do think DA:O could have been a lot better by giving your character more animated facial reactions. As you say they just look blankly in to space.

#48
AmstradHero

AmstradHero
  • Members
  • 1 239 messages

Night Prowler76 wrote...
That being said, at the end of the year, we will see how good of a decision it was for Bioware to radically change DA, I can say without a doubt, people will speak with their wallets, and the SILENT protaganist in Skyrim will be the king of the RPGs this year, I like DAO, but streamlining every possible aspect of the game is a mistake.

Erm, the protagonists of the Elder Scrolls games have very little depth. I have really liked the last two games in the series (despite that it took me half a dozen attempts to get into the series with Morrowind), but their success isn't because of the depth of the protagonist and the roleplaying choices the character has. Unless Skyrim takes the series in a radically new direction, it's not going to compare to DAO, ME1, ME2 or DA2 in that regard. It might be better in some areas, but the depth of the protagonist and the dialogue won't be one of them.

#49
Late Lord Fuj

Late Lord Fuj
  • Members
  • 9 messages
The majestic invention of Dialogue wheel, made possible by the genius of Todd Howard at Bethesda, and embraced by Bioware thus showing their ability to adapt and survive in the new, Next-gen era, where antiquities, such as words and letters, are replaced by cinematic experiences and voices, is deserving of our praise and admiration.

However, embracing the Dialogue wheel makes Bioware just one of the contenders for the sacred spot of the Next-Gen champion. Other companies, like Bethesda and Obsidian, have embraced the dialogue wheel as well. Bear in mind that the inventor of Dialogue wheel is Todd Howard from Bethesda. So, it's the race to the top spot and there can be only one.

Chris Avellone, known as YMCA to his friends, saw that for the fact and revolutionized the already revolutionary dialogue wheel further by adding Quicktime events, resulting in a real time QTE dialogue wheel, which offers a true, gritty, dark and mature cinematic next-gen streamlined experience. Bioware must follow suit.

Additional improvements are possible, and implementing them will clutch Bioware the top spot of the Next-gen gaming world. Hereby I propose The new and improved Spinning QTE Dialogue Wheel system.

Just like static dialogue wheel, the Spinning QTE Dialogue Wheel features dialogue stances (ideally represented by icons instead of words - who wants to be bothered by reading?). However, the stances are not statically distributed along the parameter of the wheel - the wheel spins and the choices rotate, requiring quick reflexes from the player. In the background there are timers ticking. Ideally the timers should be represented by clock icons ticking above the conversation partners' heads. When there are more conversation partners, there are more timers, and you have to be extra quick to choose suave, proffesional or collar grabbing response, lest it be chosen for you, adding to the urgency and grittines of real world dialogues. And all that while the wheel is spinning.

In the name of all that is streamlined, next-gen, cinematic, dark, gritty, mature and immersive, Bioware should implement the Spinning QTE before Todd Howards does it, because if anybody had an idea involving the Dialogue wheel, chances are that Todd Howard had it first.

Out with the old, in with the new.

Modifié par Late Lord Fuj, 22 janvier 2011 - 10:35 .


#50
ReallyRue

ReallyRue
  • Members
  • 3 711 messages
If it means some actual facial reactions in the PC, then I'm delighted. The whole blank face thing was far more annoying to me than a lack of voice. I do like the voice idea though, because it's odd for your character to be a mute whilst everyone else is speaking aloud.