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It's time to leave the mute hero alone now


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#376
eyesofastorm

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LdyShayna wrote...

eyesofastorm wrote...
You're not going to get it.  You belong to a niche market.  Bioware has gotten too cool... too cool for school to care about niche audiences.


Heh.  Well, not being terribly cool myself, it wouldn't be too difficult for them to become too cool for me.  I'mjust too uncool to take hints, perhaps? 

Maybe I should ask, "Are you breaking up with me, BioWare?"  Image IPB


Yeah, I sent them the divorce papers months ago, but they've been having so much fun with their new fans that they haven't signed them yet.  

#377
Sacred_Fantasy

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TMZuk wrote...
 I'm quite certain that TES: Skyrim will not, so your dream of seeing the silent protagonist gone forever is not likely to be granted.

Yay to Bethesda! I totally forget about them. Silly me. :)

There you go OP.  It's highly unlikely Bethesda going to change their approach. They have been gearing silent protagonist ever since TES:Arena, to my knowledge.

Well, I guess all is not lost then.

#378
upsettingshorts

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eyesofastorm wrote...

Yeah, I sent them the divorce papers months ago, but they've been having so much fun with their new fans that they haven't signed them yet. 


They're also having fun with plenty of old fans who are immensely enjoying the new wrinkle they've brought to th... nevermind.

Our marriage is still quite healthy and has in fact never been stronger, thank you very much.

Modifié par Upsettingshorts, 02 février 2011 - 09:50 .


#379
stephen1493

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Faust1979 wrote...

 It's 2011 a mute hero was fine in the 80s and 90s when games and hardware didn't have a lot of power. But it's 2011 now. It's time to leave the mute hero in the past. Games need to grow and change not stay in the past. Dragon Age is one fun game but the mute hero is a relic of the past. 

For the love of the maker! Stop saying Past!!

#380
Guest_Puddi III_*

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Killjoy Cutter wrote...

Filament wrote...

But everyone did hate the silent Warden. Why can't you just join us and move on?


Your statement is false.  If only one person did not hate the silent Warden, then "everyone" is untrue. 

Several people have stated that they prefered, liked, or did not hate the silent Warden.

It was a joke.

#381
Maconbar

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stephen1493 wrote...

Faust1979 wrote...

 It's 2011 a mute hero was fine in the 80s and 90s when games and hardware didn't have a lot of power. But it's 2011 now. It's time to leave the mute hero in the past. Games need to grow and change not stay in the past. Dragon Age is one fun game but the mute hero is a relic of the past. 

For the love of the maker! Stop saying Past!!

Past

#382
Ryllen Laerth Kriel

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Maconbar wrote...

stephen1493 wrote...

Faust1979 wrote...

 It's 2011 a mute hero was fine in the 80s and 90s when games and hardware didn't have a lot of power. But it's 2011 now. It's time to leave the mute hero in the past. Games need to grow and change not stay in the past. Dragon Age is one fun game but the mute hero is a relic of the past. 

For the love of the maker! Stop saying Past!!

Past


If we work together we can all get past this and forget about the past.

#383
Sylvius the Mad

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Ryllen Laerth Kriel wrote...

Maconbar wrote...

stephen1493 wrote...

Faust1979 wrote...

 It's 2011 a mute hero was fine in the 80s and 90s when games and hardware didn't have a lot of power. But it's 2011 now. It's time to leave the mute hero in the past. Games need to grow and change not stay in the past. Dragon Age is one fun game but the mute hero is a relic of the past. 

For the love of the maker! Stop saying Past!!

Past


If we work together we can all get past this and forget about the past.

And maybe have some pasta.

#384
Blastback

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Sylvius the Mad wrote...

Ryllen Laerth Kriel wrote...

Maconbar wrote...

stephen1493 wrote...

Faust1979 wrote...

 It's 2011 a mute hero was fine in the 80s and 90s when games and hardware didn't have a lot of power. But it's 2011 now. It's time to leave the mute hero in the past. Games need to grow and change not stay in the past. Dragon Age is one fun game but the mute hero is a relic of the past. 

For the love of the maker! Stop saying Past!!

Past


If we work together we can all get past this and forget about the past.

And maybe have some pasta.

At half past 8.

Modifié par Blastback, 03 février 2011 - 01:21 .


#385
Killjoy Cutter

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Addai67 wrote...

But DAO hit a sweet spot of mature fantasy and roleplay immersion for me that was a lot like the experience I had in MUSH (text RPG).   I'm just sorry to see that go.  *whimper*



Yeah, I know what you mean.

#386
Killjoy Cutter

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Filament wrote...

Killjoy Cutter wrote...

Filament wrote...

But everyone did hate the silent Warden. Why can't you just join us and move on?


Your statement is false.  If only one person did not hate the silent Warden, then "everyone" is untrue. 

Several people have stated that they prefered, liked, or did not hate the silent Warden.

It was a joke.


Sorry. 

#387
Killjoy Cutter

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Faust1979 wrote...

 It's 2011 a mute hero was fine in the 80s and 90s when games and hardware didn't have a lot of power. But it's 2011 now. It's time to leave the mute hero in the past. Games need to grow and change not stay in the past. Dragon Age is one fun game but the mute hero is a relic of the past. 


Um... OK... if you say so...

#388
Guest_Puddi III_*

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Killjoy Cutter wrote...

Sorry. 


^_^ No worries, that's one of those statements that's pretty easy to misinterpret by text alone... maybe we'll get tone indicator emotes sometime.

#389
TMZuk

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Upsettingshorts wrote...

Bethesda killed off any hope of drawing my interest in their story long ago anyway.  Granted, their game worlds are absurdly fun to play in, which is why I buy their games.  My "character" in a Bethesda game might as well be nothing more than a gameplay mechanic.  I take him or her about as seriously I do the form my avatar takes in shooters.

But of course, I understand not everyone plays the same way I do.


Actually, I agree that the TES games has never really gotten to me the way BG2, or DA:O for that matter, did. Morrowind had a good story, but Oblivion was mind-numbingly boring.

I wouldn't expect much from Skyrim, was it not because:

1. Fallout 3 was immensely funny, just as Fallout: New Vegas is. Both games, (and yes, I know that NV is developed by Obsidian, not Bethesda), were filled with the sort of interesting characters that I always dreamed the TES games should have. So I was sucked in in a way I have never been with a TES game, while at the same time enjoying the freedom in character creation and development, and the huge, sprawling, wide-open world.

2. Todd Howard stated in a recent interview, that while of course graphics are important, they have now reached a quality, where improving on them no longer had first priority. Where CRPGs in his opinion were really lacking was in character interaction, and that was one of the things they hoped to improve with Skyrim.

So, a TES game, with all the freedom I expect from those, combined with quality NPCs and stories as good as in New Vegas is what I hope for. Wether I get it or not, remains to be seen. But it is clear to me that DA2 will NOT deliever what I look for, the voiced protagonist being one of many reasons.

Modifié par TMZuk, 03 février 2011 - 02:43 .


#390
In Exile

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Killjoy Cutter wrote...
My own internal experience contradicts what you're saying here.


You're going to need to be more specific than that for me to have any idea what you're talking about. You could be a peerless genius who has an incredile WM capacity. Or more likely you might be using clever compensatory strategies and think you're not.

Archereon wrote...

In Exile: My point is that, in my
personal opinion, Voiced PCs in games with character choice are the
uncanny valley of immersion. A fully defined and voiced character
leaves the player in the position of a proper third person observer,
while an unvoiced non-character makes it easier to feel like a first
person observer.


I understand you feel this way (but disagree that the PC is fully-defined, or even more defined than a non-voiced PC). 

I also argue that the voice is something that enhances, as opposed to removes, the connection.

Effectively, I am just saying that be aware that someone (like me) will essentially argue for the opposite conclusion.

Motivation is the big limitation of voiced PCs; even
if the writer meticulously removes any mention of the PC's motivations,
and tries their best to avoid implying that motivation, social and
emotional cues in their character's speech inevitably imply a
motivation, a problem that is much less severe with an unvoiced PC,
since it is much easier to come up with alternate interpretations of a
one sided conversation.


What I am saying is that motivation, without in-game reaction, is useless. If a game isn't reacting to my character, then it isn't an RPG in any meaningful sense of the word.

Sacred_Fantasy wrote...
I'm not saying actually me. ../../../images/forum/emoticons/lol.png. "Me" as in
roleplay like the examples I've given above.
And you're saying your
Shepard, Hawke and all the rest of RPG main characters are very common? 


No. I'm saying that you don't need to use "I" in a gramatical sense for it to be "your" character.

Please
allow me to ask you one simple question. Could you afford to claim
yourself as the Warden, the Courrier or Hawke/Shepard or could you not?


No, but that's because the choices I would make are impossible. It couldn't be me because the game doesn't allow for the choices I would make. There hasn't been a game yet that has allowed for this.

But I do feel like I am "acting" like those characters, i.e. that I 'become' them in some meaningful sense of the word when I RP.

How about you
start asking how people actually speak and hear their own voice
in the real world.


I don't understand what you're talking about.

#391
TheMadCat

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In Exile wrote...

We were talking about emotional involvement with the PC. You offered first-person as a way to avoid the problem of feeling the PC is dead and empty. What I am trying to tell you is that this is not the case at all, for some of us who feel this way.


And that's where I was racking my brain trying to figure out where you were coming from. Concealing the PC's face from the camera does in fact avoid the problem of seeing the PC's emotionless demeanor. However, it just doesn't solve it in the way you and others would prefer, which is actually improving on the PC's face expressions so it fits better in various scenes.

But what I am trying to tell you is that this very thing is subjective. I don't think the experience can be personal without it being cinematic. This is what I always rally against in these silent VO vs. PC VO debates. I am outright hostile to the idea that the things that you suggest improve as opposed to decrease our connection with the PC.


I disagree very, very much. How do shoddy cutscenes and stiff animations create a more personal experience? The more you portray the PC as an actor playing a specific part rather then simply an extension of us in the gameworld the more you disconnect the player from the PC. To me the ideal way to do an story centric RPG is to focus more on getting the player to feel for the characters and the world around them rather then the specific character they're playing.

This is why I despise the term cinematic in the realm of video games, it definition implies putting the player into the role of an observer rather then a live participant. Scenes in games like where Loghain speaks to the nobles and asserts himself in control and where he hires Zev are horrible in my opinion because they detach me from my character, rather then letting me find out through actual exploration and investigation they hand it to me on a silver platter in a way my character would have no way of knowing and completely ruins the act of actually gaining this knowledge throughout the game and any possibly shock or suspense the knowledge may have caused.

But as you said, this is indeed subjective.


You claimed you could avoid the problem of an emotionally dead PC with silent VO by adding first-person. I am telling you that this is not possible.


You most certainly can because what emotions that the PC is showing is left completely up to you rather then having the camera zoomed up right in his dead, soulless face. It's not the soultion you want to see, but it is indeed a solution to the specific problem.

Modifié par TheMadCat, 03 février 2011 - 04:18 .


#392
KLUME777

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iampool wrote...

Im playing Dead Space (the first one), and im just f**ing hating Isaac isn't voiced, it just makes him looks so stupid.
That didn't happen to me in DAO tho since those are total different games, but im starting to realize why would someone want a fully voiced hero.


How at all did that make him look stupid? I never got that impression at all. It fit with game because it made you feel all alone on the ship.

Voices for protaganists are way overrated, not every game needs one to be good.

#393
Sacred_Fantasy

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In Exile wrote...
No. I'm saying that you don't need to use "I" in a gramatical sense for it to be "your" character. 

It's more than just a grammatical sense. It's explain how much you relate to the character. You are just reluctant to open yourself. Yet you claim you want to play as being the character and not being the cinema director.

In Exile wrote...
No, but that's because the choices I would make are impossible. It couldn't be me because the game doesn't allow for the choices I would make. There hasn't been a game yet that has allowed for this.

Nothing is impossible when you allow yourself to be open to your imagination. Instead you rely for the writer to shape the road for you therefore it seem an impossible task. Oh I do agree it's impossible to make choices freely in heavily driven  plot story RPG such as Dragon Age. But it's really not that impossible to make free choices on your own in TES or any MMORPG titles such as Runescape. Which is why you should learn how to not restraint your  imagination by continually to be heavily "predefined" by the writer.  And that's is why VO protagonist is not a pleasant experience for some people like me. ( Please take Note that I say some people and not all people. )

In Exile wrote...
But I do feel like I am "acting" like those characters, i.e. that I 'become' them in some meaningful sense of the word when I RP.


You mean like acting without personal/emotional involvement? No screaming in front of your monitor when, let say, Howe murder "your acting parents"?

Hmm.. Are you sure, you  "act" accordingly or are you just observing, analyzing data and wondering why it doesn't feel like watching a movie or reading a storybook?

In Exile wrote...
I don't understand what you're talking about.


How about if I open my mouth to say a simple "hi" to you only to be suprised because not only do I end up saying "Wow look at this gorgeous" but Britney Spears's voice come out from my vocal instead. My voice sound flirty yet my facial expression look surprise. Do you see that happen to everyone and every time they talk in real life? Seriously....  

Modifié par Sacred_Fantasy, 03 février 2011 - 07:34 .


#394
Killjoy Cutter

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In Exile wrote...

Killjoy Cutter wrote...
My own internal experience contradicts what you're saying here.


You're going to need to be more specific than that for me to have any idea what you're talking about. You could be a peerless genius who has an incredile WM capacity. Or more likely you might be using clever compensatory strategies and think you're not.


Contrary to what you seemed to have been claiming, I know that, in normal conversation, I will actually think out in detail what I'm going to say, before I say it. 

#395
In Exile

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[quote]TheMadCat wrote...

And that's where I was racking my brain trying to figure out where you were coming from. Concealing the PC's face from the camera does in fact avoid the problem of seeing the PC's emotionless demeanor. However, it just doesn't solve it in the way you and others would prefer, which is actually improving on the PC's face expressions so it fits better in various scenes. [/quote]

We are the ones objecting to it. There are many people right now that don't think that blank expression is a problem because you can ''imagine'' the reaction.

Our response to that is that if it is not shown, then it does not happen. Do you see how not showing it does nothing to adress this objection ?

[quote]
I disagree very, very much. How do shoddy cutscenes and stiff animations create a more personal experience? The more you portray the PC as an actor playing a specific part rather then simply an extension of us in the gameworld the more you disconnect the player from the PC. To me the ideal way to do an story centric RPG is to focus more on getting the player to feel for the characters and the world around them rather then the specific character they're playing. [/quote]

And I disagree entirely. The purpose of an RPG is reactivity to a player created character which you - as an actor- alter as much as reasonably possible through each playthrough.

By seeing your character alive and interacting with the gameworld, expressing himself or herself based on how you wanted that expression to happen... that's connection to your character.

I don't expect that you'll agree with me. But since you don't have the same problem I do with a feature, if you're going to try and offer a solution to what I object to, you're going to have to play by my rules.

[quote]This is why I despise the term cinematic in the realm of video games, it definition implies putting the player into the role of an observer rather then a live participant. Scenes in games like where Loghain speaks to the nobles and asserts himself in control and where he hires Zev are horrible in my opinion because they detach me from my character[/quote]

But these are terrible examples. They detach me from my character too, because they happen not to feature my character. But you could have these scenes in any kind of game with no connection to VO or the in-game illustration of emotions for the PC.

[quote]rather then letting me find out through actual exploration and investigation they hand it to me on a silver platter in a way my character would have no way of knowing and completely ruins the act of actually gaining this knowledge throughout the game and any possibly shock or suspense the knowledge may have caused. [/quote]

I agree - but this has nothing to do with emotions for the PC, which is what we are debating.


[quote]You most certainly can because what emotions that the PC is showing is left completely up to you rather then having the camera zoomed up right in his dead, soulless face. It's not the soultion you want to see, but it is indeed a solution to the specific problem.[/quote]

It isn't the solution to the problem because we could always have done this. To the ''imagination'' crowd, there was never a souless face just like there was never a lack of a voice because you could ''imagine'' both.

We are seeing the imagination argument is bad and we prima facie reject it. If you're going to try and solve our problem with the cause of our problem, you're doing it wrong.

[quote]Sacred_Fantasy wrote..
It's more than just a grammatical
sense. It's explain how much you relate to the character. You are just
reluctant to open yourself. Yet you claim you want to play as being the
character and not being the cinema director.[/quote]

I... what?

What are you talking about? There is no ''opening up''. I have a strong connection to each of my characters, in a way that I see myself as them when I RP... but they are still my characters and not actually me, because it would be impossible based on what features the game has for them to be me, since the choices I would make - where I in the game - are not possible.

[quote]Sacred_Fantasy wrote...
Nothing is impossible when you allow
yourself to be open to your imagination. Instead you rely for the writer
to shape the road for you therefore it seem an impossible task.[/quote]

I'd abandon Ferelden to the Blight and to go Orlais to build the army. It would be irrational to stay in Ferelden without allies and with the current regent determined to kill me.

But DA:O does not allow this. My human noble warrior, had he stayed, would have rallied the Landsmeet against both Anora and Alistair to be crowned sole King of Ferelden as a Cousland.

None of these things are possible, because the writers just did not allow for these characters to exist. But they would be me. So unless I'm going to actually ignore the game on-screen, there is no way to really ''be'' me in-game.

I could ''be'' some other character which I've created, though, so I don't see this need for self-projection in an RPG.

[quote]Oh I do agree it's impossible to make choices freely in heavily
driven  plot story RPG such as Dragon Age. But it's really not that
impossible to make free choices on your own in TES or any MMORPG titles
such as Runescape. .[/quote]

Yes it is. In any MMORPG, I can't be the ''Big Hero''. If I was playing WoW, I couldn't kill Arthas and become the new Lich King. In a game like TES, I can't do anything at all other than experience disconnected content with no connection to the world.

You can't have an in-game friendship or romance just as two examples. You can't have a family.

[quote]Which is why you should learn how to not restraint your  imagination
by continually to be heavily "predefined" by the writer.  And that's is
why VO protagonist is not a pleasant experience for some people like
me. ( Please take Note that I say some people and not all people. ).[/quote]

I don't know what you're talking about, but the game gives you clear feedback.

I could unrestrain my imagination so much that I could play DA:O like Duncan never died at Ostagar (that was a fevered dream from the arrow - my character wasn't even at the battle so how could he see Duncan die?) and Alistair just went absolutely insane after the battle.

Duncan is with you at every opportunity, and Loghain even points it out at the Landsmeet (''Here come the puppeter! Obviously he is talking about Duncan).

But actively ignoring the visual feedback from the game is just writing fan-fiction for yourself.

[quote]Sacred_Fantasy wrote...
You mean like acting without
personal/emotional involvement? No screaming in front of your monitor
when, let say, Howe murder "your acting parents"?[/quote]

....

[quote]Hmm.. Are you sure, you  "act" accordingly or are you just observing,
analyzing data and wondering why it doesn't feel like watching a movie
or reading a storybook?
[/quote]

I meant what I said. I'm insult by your poor attempt at implying I don't actually know what I do when I play an RPG.

No. I am that character. Like a method actor.

[quote]Sacred_Fantasy wrote...
How about if I open my mouth to say a
simple "hi" to you only to be suprised because not only do I end up
saying "Wow look at this gorgeous" but Britney Spears's voice come out
from my vocal instead. My voice sound flirty yet my facial expression
look surprise. Do you see that happen to everyone and every time they
talk in real life? Seriously....  [/quote]

What the hell are you talking about?

[quote]Killjoy Cutter wrote..

Contrary to what you seemed to have
been claiming, I know that, in normal conversation, I will actually
think out in detail what I'm going to say, before I say it.  [/quote]

Ah, I see. You're illterate:

[quote]

Sylvius sez: I'm not speaking for Xewaka, but I both
don't speak a lot (I mostly listen, and respond only when necessary),
but I also construct much longer responses than you describe. 

I say: Right.
I'm very interesting in hearing about this. I am not saying you can't
do this (that would be silly, since if you can do it, you do it).
Rather, I am interested in how you do it.
[/quote]

WM capacity will not allow someone to edit a sentence as they write. So I was curious how someone would do this.

As it turns out, Sylvius does it precisely the way I would predict.

So if you want to say I'm wrong, it's going to require more than arguing I've said the exact opposite of what I've actually said.

Modifié par In Exile, 03 février 2011 - 04:31 .


#396
FieryDove

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Sacred_Fantasy wrote...

How about if I open my mouth to say a simple "hi" to you only to be suprised because not only do I end up saying "Wow look at this gorgeous" but Britney Spears's voice come out from my vocal instead. My voice sound flirty yet my facial expression look surprise. Do you see that happen to everyone and every time they talk in real life? Seriously....  


This reminds me about something else...

Since I was a bit OT with the paraphrase/wheel.
Another factor is if a person doesn’t like the voice talent used. You are either stuck with it or playing musical mute buttons.
ME/ME2- Hale does a wonderful paragon but I felt the renegade was not good. So much so I had to play Meer for that which surprised me and was great renegade but not good in paragon mode. They just didn’t sound right to me at all.
(all imho I know)

anyhow I'll bow out now. Good luck to all.

#397
Sacred_Fantasy

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In Exile wrote...
I... what?

What are you talking about? There is no ''opening up''. I have a strong connection to each of my characters, in a way that I see myself as them when I RP... but they are still my characters and not actually me, because it would be impossible based on what features the game has for them to be me, since the choices I would make - where I in the game - are not possible. 

I'd abandon Ferelden to the Blight and to go Orlais to build the army. It would be irrational to stay in Ferelden without allies and with the current regent determined to kill me.

But DA:O does not allow this. My human noble warrior, had he stayed, would have rallied the Landsmeet against both Anora and Alistair to be crowned sole King of Ferelden as a Cousland.

None of these things are possible, because the writers just did not allow for these characters to exist. But they would be me. So unless I'm going to actually ignore the game on-screen, there is no way to really ''be'' me in-game.

I could ''be'' some other character which I've created, though, so I don't see this need for self-projection in an RPG.

You refuse the need for self-projection in an RPG because you can't archive your personal goal in game. I see your refusal because I don't think you involve personally with the character. Therefore, I was unsure that you know the attachment that you are developing with your RPG character. If you don't feel that way, then I apologize. 


In Exile wrote...
Yes it is. In any MMORPG, I can't be the ''Big Hero''. If I was playing WoW, I couldn't kill Arthas and become the new Lich King. In a game like TES, I can't do anything at all other than experience disconnected content with no connection to the world.

You can't have an in-game friendship or romance just as two examples. You can't have a family.

Lol I was thinking your choices and objectives in RPG were more toward common objectives such as become the top players ( I hate grinding 24/7) or socializing with other players in fantasy environment ( i don't want to have any serious relationship with anyone and I don't want to keep breaking people heart. It's fine to break Leliana's heart in Origins tho because she is not real. ) or  seeking fortune as merchant ( too dull for me ) or simply to stimulate the life and economical era of medieval age with tales and legends ( this is what I seek mostly but I don't want it to be like The Sim with no specific main character+god view. I like RPG type like The Guild 2 but I missed TES/Fallout 3 vast world  exploration. TES/Fallout/New Vegas, on the other hand, as you said, lack of interaction with the world that DA:Origins excel. Hopefully TES:Skyrim will solve this issue.  ) 

Even I cannot fully archive my personal motivation within this games, I find it necessary to describe from "I" point of view because it provide me insight of personal feeling which third party observant fail to address properly. For example Varric say, Hawke feel sad when he watches his brother death. Here we can argue, what does Varric know about the feeling he describe. He is not the one who experiencing it. Emotion is something intangible. It cannot be fully understood by words. Third person account on such description is unreliable. Therefore If one designated his character as he/she we can assume that he does not have personal commitment with his character. 

Anyway, since you address this is not the case for you, then I can remove this assumption when reading your post.    

In Exile wrote...

I don't know what you're talking about, but the game gives you clear feedback.

Yeah, I can see that now....

In Exile wrote...

I could unrestrain my imagination so much that I could play DA:O like Duncan never died at Ostagar (that was a fevered dream from the arrow - my character wasn't even at the battle so how could he see Duncan die?) and Alistair just went absolutely insane after the battle.

Duncan is with you at every opportunity, and Loghain even points it out at the Landsmeet (''Here come the puppeter! Obviously he is talking about Duncan).

But actively ignoring the visual feedback from the game is just writing fan-fiction for yourself.

My unrestrain imagination is about living in the world with unrestricted objectives set by the game. Meaning I could freely roam the vast world to do whatever I want within the game rules  ( as in TES/Fallout/New Vegas ) while having marvelous interaction with the npcs around me ( as in DA:Origins ) or real player as in MMORPG. My emphasize is that imagination and creativity plays key role in RPG.  Without them, role-play is meaningless. Therefore our imagination must not be confined. A child can imitate the sound of engine while he role-play himself as robot. He sees things that third party observant can't. Adding a sound engine to the robot cripple the child's mind to fantasize what he use to know. He will no longer tries to imitate the sound of that engine. 

In Exile wrote...
I meant what I said. I'm insult by your poor attempt at implying I don't actually know what I do when I play an RPG.

No. I am that character. Like a method actor.

I apologize for interpreting your posts as coming from someone who refuse to acknowledge the personal involvement of RPG. 

In Exile wrote...
What the hell are you talking about?

Shepard has his own personality. I have my own personality. Shepard thinks night for paraphrase dark. I think sleep. Two personality and mind conflict within each other result a broken communication and mismatch interaction. The only way to deal with this is to remove my personal involvement (separate myself from Shepard ) and view from third person perspective such as Varric. By doing so, I make no clear distinction as the cinema director. 

Modifié par Sacred_Fantasy, 03 février 2011 - 07:42 .


#398
TheMadCat

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We are the ones objecting to it. There are many people right now that don't think that blank expression is a problem because you can ''imagine'' the reaction.

Our response to that is that if it is not shown, then it does not happen. Do you see how not showing it does nothing to adress this objection ?


I've never seen anyone make the comment "It's ok that BioWare's showed the emotionless PC for the 146,732 time in conversation using their incredibly repitive shot-reverse-shot, because in my mind he was smiling even though the giant face in front of me showed a lifeless drone". It's the same problem no matter where your stance is, it is being shown to us right in front of our face meaning that it was is happening.

And I disagree entirely. The purpose of an RPG is reactivity to a player
created character which you - as an actor- alter as much as reasonably
possible through each playthrough.


Don't even get started with the purpose or definition of an RPG. You know damn well how that ends up.

But these are terrible examples. They detach me from my character too, because they happen not to feature my character. But you could have these scenes in any kind of game with no connection to VO or the in-game illustration of emotions for the PC.


I agree - but this has nothing to do with emotions for the PC, which is what we are debating.


You brought up the notion that you must have a cinematic style in order to create an attachment with the PC. I showed it's possible for cinematic style to also detach us from our PC and the gameworld. Cinematics don't directly have anything to do with character development or creating a bond between the player/viewer and the character. Cutscenes and camerawork are a crutch, they help (Or hurt) but they aren't the driving force.

It isn't the solution to the problem because we could always have done this.
To the ''imagination'' crowd, there was never a souless face just like
there was never a lack of a voice because you could ''imagine'' both.


Why do you lump everything under a generic label? Why do you assume everyone looks at things the same way? I would fall under what you call the "imagination crowd" but I am a firm believer that what you see, hear, experience is absolutely what's there and that the reader/player/viewer is left to imagine whatever is not there. I see the dead, soulless, emotionless face so why am I to see something different? Just because I'm not in your corner doesn't mean there is only one other corner everyone can go to.

We are seeing the imagination argument is bad and we prima facie reject it. If you're going to try and solve our problem with the cause of our problem, you're doing it wrong.


You see it as bad because you ignorantly assume everyone see's things in only one possible light, that there is only one possible alternative to your viewpoint. I'm not trying to solve your problem, I'm not trying to solve anyones problem, for God's sake I even acknowledged your method is a fine way of approaching it. I made a post explaining a method I would have taken, why I found it to be better personally and how I thought it would improve upon the current BioWare style, and I explained why Bethesda approached and executed it poorly. I never claimed it to be the best alternative, I never claimed it to be the only viable alternative. You are the one coming at me as if I'm trying to preach this notion to the mindless masses and are arguing with me for no reason other then it is heretical to your own views of what is necessary to create an attachment to characters in a game.

FOR ME
(Make sure you get that), the more a game focuses on the PC, the more "life" they try to give a PC, the harder it is for me to see myself as an extension of the PC. And that to me is one of two things games are about, allowing the player to live a role in a universe or situation they would never find themselves in and creates the most personal attachment you possibly can because you are essentially caring for yourself, (The other is simple enjoyment). When they make the PC more into an actual character then it no longers becomes an extension of me because it begins showing qualities which differ from mine and ultimately the emotional attachment isn't going to be as strong. I've said it before, I could never see myself at Micheal Thorton, Gerralt, Shepard where as I could see myself as the lone wanderer in Fallout 3, the courier in New Vegas, the hero in the Darkensang games, the main player in countless Iso's. 

That doesn't mean games games like Alpha Protocol, The Witcher, or Mass Effect are bad and that I automatically dismiss them, on the contrary I find them enjoyable and giving the PC a more unqie persona and character does have it's benefits. But did I get emotionally connected with these characters, no. Did I really care for their survival and pray for their success? Not really. Ultimately it was like watching a movie where I was directing except videogames are not even in the same universe as a good quality movie when it comes to telling a character story.

Modifié par TheMadCat, 03 février 2011 - 06:49 .


#399
In Exile

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Mad Cat,

I am going to condense this into one post, since you seem to misunderstand what is going on here. This is what you responded to initially:

TheMadCat wrote...

jontepwn wrote...

Silent protagonist was all well and good in Dragon Age: Origins, but it made me having an emotional connection with my character almost non-existant. He/she would just stand there with a vacant stare on his/her face. Having a voice and showing emotions greatly enhances the experience and the emotional connection from the player. The one drawback would be less customization and choice about appearance and race and stuff like that. But clearly having a voiced character is the best approach for BioWare.


That's a problem with design, not with the unvoiced character. Flipping it to a locked first-person perspective during conversations alleviates the whole unemotional bit since you won't actually see your character and makes the conversation feel more personal rather then you simply watching two characters talk. 


You want to say that not showing the character can somehow improve the emotional connection. I pointed out to you, and this is what our entire debate is about from my PoV, that if you think showing content is what enhances the connection, hiding content in a different way doesn't address the problem.

I get what game you want. The reason I speak about the ''imagination'' crowd is that the argument you make for why First-Person works (you can think about the reaction of the character in your head) is on logical crowds exactly what defence you could offer for keeping the same cinematic presentation.

The initial objection is to not showing content. I understand what you want. What I am trying to convey to you is that you are not solving the problem initialy put forward, because your solution misses the point.

#400
In Exile

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Sacred_Fantasy wrote...
You refuse the need for self-projection in an RPG because you can't archive your personal goal in game. I see your refusal because I don't think you involve personally with the character. Therefore, I was unsure that you know the attachment that you are developing with your RPG character. If you don't feel that way, then I apologize. 


I wish I could have a game that allows me to actually work a personal goal into the game. That would be my ideal RPG. But no RPG even comes close to this. Games like ME are closer to this goal because they let me RP the personality I want. A silent VO game doesn't even allow for that.

So what I do is come up with a character concept based on what the game gives me. Essentially, like a method actor who receives a character concept, then it is up to them to ''bring the character to life''. I look at choices as the give and take between actor and screen-writer, who asks for changes to the script at times to be honest to who the character they are portraying is.

But I think that an RPG experience is invariably limited becuase of the choices we have.


 

Lol I was thinking your choices and objectives in RPG were more toward common objectives such as become the top players ( I hate grinding 24/7) or socializing with other players in fantasy environment ( i don't want to have any serious relationship with anyone and I don't want to keep breaking people heart. It's fine to break Leliana's heart in Origins tho because she is not real. ) or  seeking fortune as merchant ( too dull for me ) or simply to stimulate the life and economical era of medieval age with tales and legends ( this is what I seek mostly but I don't want it to be like The Sim with no specific main character+god view. I like RPG type like The Guild 2 but I missed TES/Fallout 3 vast world  exploration. TES/Fallout/New Vegas, on the other hand, as you said, lack of interaction with the world that DA:Origins excel. Hopefully TES:Skyrim will solve this issue.  )  


I don't connect to exploring the sandbox. I just don't like games like that.

Shepard has his own personality. I have my own personality. Shepard thinks night for paraphrase dark. I think sleep. Two personality and mind conflict within each other result a broken communication and mismatch interaction. The only way to deal with this is to remove my personal involvement (separate myself from Shepard ) and view from third person perspective such as Varric. By doing so, I make no clear distinction as the cinema director. 


That wasn't what I was talking about there. What I meant was how conversation works (in terms of composing what you're saying in your head) for some people matches the idea of the paraphrase, which is what you think you want to say and what you end up saying doesn't 100% match up.

Of course, since you're actively composing the line, you don't have the same ME-like screw ups. But that's a more practical vs. theoretical point.