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


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#126
_Aine_

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My one huge wish for spoken protagonist: please, please have a few random options when you end the conversation, or just say nothing. Even a basic line like " I better go" sounds really grating after so many conversations. *pretty please*



I am ok with voiced, it adds a bit of something.... but none of my characters are usually quite that blank and stoic. I hope the voices change a bit in inflection with the nature of the choice. Would be difficult to do well, but would be worth it to not have a zombie for yourself.



I didn't mind the dialogue wheel in ME2. Sometimes what happens is pretty surprising though despite thinking you know the choice. :)

#127
In Exile

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Beerfish wrote...

Eh?  So the paraphrase bit has suddenly  come into the discussion?  I assume that both kotor and je were ported to consoles were they not?


No. KoTOR and JE were console releases first and ported to the PC.

There is not 1, 2, 3, 4 on consoles so the wheel works much better.  I never saw a wheel on a pc game until after a couple of console games so I'd assume that the wheel started on the console for a reason.


The wheel did start on the console, but that for the sake of the paraphrase. As well, DA2 adds 1,2,3,4.

#128
Naitaka

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Wheel started because of analogue stick and quite frankly, it makes perfect sense. No idea why you would even want such a feature on PC though. As long as I can 1234 to choose option I won't complain.

#129
Manic Sheep

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I am. I much prefer the protagonist to be voiced. However the paraphrasing is what concerns me. I don’t want it to be like in ME1 where it is often very misleading. The line itself looks as though you’re just going to rudely tell the reporter to ****** off but you actually end up punching her in the face....while the camera is rolling *head desk*


#130
SgtElias

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Honestly, I've really always preferred a silent protagonist, but I'm not crying any tears that the voiced protagonist and dialogue wheel is being implemented. I find that it takes me longer to achieve immersion with a main character who is voiced, but it still eventually occurs, so no biggie.

I did have the problem of attempting to say something and having it come off ruder than I ever intended, though. But it sounds like Bioware has already thought through that particular complaint and taken steps to "repair" it, if you will.

Modifié par SgtElias, 23 janvier 2011 - 05:47 .


#131
Kerethos

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I think this will help make the intentions of your dialogue choices become more clear and make dialogues seem a bit more natural. And less accidental flirting or insulting sounds good to me. I'm also quite exited about the feature that allows Hawke to change based on how you tend to reply. I think that will make Hawke feel more personal.



Though, I suppose it might be easier - to some extent - to project yourself on a silent protagonist.

#132
Rylor Tormtor

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The fact that we are all calling our character Shepard, I mean Hawke, is one of the many reasons I do not like this particular change.

#133
KBomb

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Manic Sheep wrote...

I am. I much prefer the protagonist to be voiced. However the paraphrasing is what concerns me. I don’t want it to be like in ME1 where it is often very misleading. The line itself looks as though you’re just going to rudely tell the reporter to ****** off but you actually end up punching her in the face....while the camera is rolling *head desk*



It’s been a while since I have played ME2, but wasn’t punching the reporter a renegade interrupt and not an actual dialog choice? I thought the renegade interrupts were pretty straight forward that someone was getting owned in some verbal or physical fashion.

#134
GameBoyish

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Vary happy. Was sad dear Galadriel Brosca here was goddamned silent.

#135
Rawgrim

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I like having a voiced character. The conversation wheel in mass effect didn`t bother me either.

#136
Manic Sheep

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KBomb wrote...

Manic Sheep wrote...

I am. I much prefer the protagonist to be voiced. However the paraphrasing is what concerns me. I don’t want it to be like in ME1 where it is often very misleading. The line itself looks as though you’re just going to rudely tell the reporter to ****** off but you actually end up punching her in the face....while the camera is rolling *head desk*



It’s been a while since I have played ME2, but wasn’t punching the reporter a renegade interrupt and not an actual dialog choice? I thought the renegade interrupts were pretty straight forward that someone was getting owned in some verbal or physical fashion.


It was an interrupt in ME2, which was fine. It was pretty obvious what was going to happen, the camera even zoomed up on sheps fist but in ME1 it was a normal dialogue choice.

Regardless that’s not the point. The reporter thing was simply the most memorable example I could think of. As it is in both ME1 and 2 I always try to have a save before every conversation so I can redo do it and see what the options actually are.
Its not a huge issue tho, I would just prefer to have more info on what the line actualy is before I pick it.

Modifié par Manic Sheep, 23 janvier 2011 - 07:24 .


#137
Ryllen Laerth Kriel

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I'm not happy.

#138
Fangirl17

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Meh I was really against it in the begining but now I've gotten over it and accepted it. It sounds like they're making it different from ME and thats the only thing that keeps me from cringing about the non silent protagonist. In ME it doesnt really feel like my character,it feels like Bioware's.But hopefully in DA2 we get more sense of control over our characters personality.

#139
IRMcGhee

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Rylor Tormtor wrote...

The fact that we are all calling our character Shepard, I mean Hawke, is one of the many reasons I do not like this particular change.


You had a fixed last name for each origin in DA:O too, so that's hardly a big deal is it ?

I quite like having a voiced PC for DA2, the mute PC works fine in games where none of the characters are voiced (or have minimal speech) but I find it jarring in games where everyone else has full VO.

The intent icons used in this version of the dialogue wheel should make it quite clear what your character is trying to convey, both the mute PC and ME style wheel had some issues in that regard, so I'm fine with them using it. I also think it makes conversations flow better.

 I've played through the ME games just as often as I have DA, so I can't see this system affecting replayability for me in any significant way. 

#140
DalishRanger

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I seem to be one of the few people who is equally happy with a silent PC as they are with a voiced one. So I'm happy, but I would've been happy if they went the DA:O route instead. The icon aid is an interesting addition I'm looking forward to playing with, though. I rarely had a problem picking the right responses in ME, but the tone indicators sound like a good idea to help prevent confusion with paraphrasing.

#141
jomonoe

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Both have points that I like, I am glad to have a voiced character who has a bit of his own personality, though. Changes things up, keeps the game fresh.

#142
slimgrin

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I'll have to play the game to form my opinion on the matter. I think once you include a voiced pc, paraphrase makes more sense. I just hope it's an accurate paraphrase.

I have no problem with the dialog wheel. It's a clever game design element.

Modifié par slimgrin, 23 janvier 2011 - 08:42 .


#143
sevalaricgirl

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s0meguy6665 wrote...

Neither. Now it's much harder to see the character as an extension of me. And MaleHawke's voice sounds like a stuck up British noble p*ssy, not a rough warrior that you don't want to mess with. Paraphrasing sucks too. Also voicing the dialogue means we'll have FAR less choices in what to say, and it has probably affected the game's length as well.

You can probably also blame the fact that there are no origins anymore, and that we can only play as a human, on there being a voiced protagonist.


This I agree with.  If a game is going to have a voiced PC, then that voice over needs to be done well and really fit the character.  A British noble p is not how I picture manHawke.  He's a commoner who had to fight his way to the top.  They should have chosen a better voice actor (not meaning the actor is bad, just doesn't fit).  The reason I liked ME was because Hale did an excellent job with femShep's vo.  In DAO, I though the voice npcs were perfect and suited the characters.  I didn't mind the non voice pc and still don't.  Neither breaks the game for me unless it isn't done well and from what I have heard the manHawke voice doesn't fit my interpretation of what manHawke should be.  Guess it's good that I play female pcs only.

Modifié par sevalaricgirl, 23 janvier 2011 - 09:05 .


#144
Felfenix

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Rylor Tormtor wrote...

The fact that we are all calling our character Shepard, I mean Hawke, is one of the many reasons I do not like this particular change.


As opposed to calling our character Warden?

#145
Mresa

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I like the idea. Already was very fond of it in Mass Effect and I'm sure it works fine in DA2 too.

#146
Pedrak

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This brief article sums up my POV quite well:

http://www.escapistm...Voice-vs-Choice

This is not to say that full VA sucks or doesn't have any advantages, but still.

Modifié par Pedrak, 23 janvier 2011 - 10:07 .


#147
Nighteye2

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I weep for the loss of player agency the paraphrased dialogue wheel creates.


#148
Nighteye2

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Pedrak wrote...
This brief article sums up my POV quite well:

http://www.escapistm...Voice-vs-Choice

This is not to say that full VA sucks or doesn't have any advantages, but still.


That's a good article, and I agree with it as well. Also, I cannot resist highlighting this part, for those who don't read the full article:

But here is the kicker: Watch anyone play these
fully-voiced RPG's, and you'll see they click right through the voice
acting. People can read a lot faster than they can talk, and so players
end up hearing just the first six words of every sentence. Unless the
actor is Patrick Stewart or Liam Neeson, people aren't going to sit
still while an NPC rattles on. We've lost so much in the way of freedom
and depth, and in return we've gained voice acting that everyone is in a
hurry to skip.


So we lose a lot of player agency, and in practice we get almost nothing in return. :?

#149
DJBare

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VO = good, the wheel and paraphrase I'm not sure about, I have a love hate relationship with them, when in a hurry I had a tendancy to click before reaching the selected dialogue, but even when I did hit the right selection what came out of Shepards mouth was sometimes not what I expected, this was more pronounced in romance situations, click the wrong selection and your engaged to be married!, but sometimes the unexpected phrase would make me laugh.

#150
WilliamShatner

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Late Lord Fuj wrote...

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.


You seem to have more than a present for this Todd Howard bloke.

QTE are the spawn of Satan.  QTE dialogue is his excrement.