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#126
DPB

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shantisands wrote...

Similarly, if romancing Thane ( or even considering it ) he goes on to tell you about his dead wife to which one of the choices is " I want you Thane!" . " Yeah, sorry about your dead wife, hon. Wipe those tears and let's #$%^! "  hehe


The DA writers have used this specific situation as example of how having the tone icons means that they don't have to write such blatant-sounding paraphrases, since they don't have to convey intent and tone all in the same paraphrase.

#127
David Gaider

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Wulfram wrote...
Or not have a combat soundset at all.

Sorry, but I've never heard one which isn't annoying after about two combats


Not having a soundset at all would mean you only grunt during combat. I'm not sure that's an improvement.

Xewaka wrote...
Besides, it is the difference between gamer intent and game result is what I'm trying to illustrate. The wheel does not resolve the alleged "surprise Zevran romance" (Which baffles me, as the text to stop Zevran shameless flirting is there and crystal clear) by any measure. It arguably makes the problem worse.


It's not the dialogue wheel which resolves it, it's the icon.

Let's say, for the sake of argument, we did have a "'sup" option on the wheel or its equivalent. If, when it was highlighted, the romance icon also appeared in the center of the dialogue wheel could you claim to be surprised by the resulting line?

Let's also assume, for the sake of this argument, that not every romance needs to be written like Jacob's. Posted Image

Modifié par David Gaider, 02 février 2011 - 03:20 .


#128
nightcobra

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David Gaider wrote...

Wulfram wrote...
Or not have a combat soundset at all.

Sorry, but I've never heard one which isn't annoying after about two combats


Not having a soundset at all would mean you only grunt during combat. I'm not sure that's an improvement.


question:

like you said that an "agressive" character might be blunt and to the point in certain dialogue choices, are the 3 different personality tones reflected in animations/mannerisms as well apart from voice acting? 

#129
David Gaider

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nightcobra8928 wrote...
like you said that an "agressive" character might be blunt and to the point in certain dialogue choices, are the 3 different personality tones reflected in animations/mannerisms as well apart from voice acting? 


We set facial expressions on the player lines, if that's what you mean. There's a limited amount we can do in combination with the systemic lip-synching that occurs (trying to use emotions to change the shape of a mouth that is already working to emulate the sounds being spoken ends up with some very strange combinations), but things like eyes widening/narrowing, movement of the eyebrows, things of that sort can let the PC occasionally look like something other than a Tranquil.

#130
upsettingshorts

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My Warden found that state agreeable.

#131
tmp7704

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David Gaider wrote...

Not having a soundset at all would mean you only grunt during combat. I'm not sure that's an improvement.

It can be an improvement, yes. Plenty of combat games only have such grunts with few (if any) articulated phrases, likely for this very reason -- the phrases get really tedious really quick.

#132
blothulfur

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Do I remember your face changing in jade empire according to the intent of your responses because if so I liked that, old tiger shen glaring at everybody.

#133
nightcobra

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David Gaider wrote...

nightcobra8928 wrote...
like you said that an "agressive" character might be blunt and to the point in certain dialogue choices, are the 3 different personality tones reflected in animations/mannerisms as well apart from voice acting? 


We set facial expressions on the player lines, if that's what you mean. There's a limited amount we can do in combination with the systemic lip-synching that occurs (trying to use emotions to change the shape of a mouth that is already working to emulate the sounds being spoken ends up with some very strange combinations), but things like eyes widening/narrowing, movement of the eyebrows, things of that sort can let the PC occasionally look like something other than a Tranquil.


thanks and that's good to know but i was more talking about body movement in general as i think that it can help to enhance the tone/personality of the character.

#134
_Aine_

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dbankier wrote...

shantisands wrote...

Similarly, if romancing Thane ( or even considering it ) he goes on to tell you about his dead wife to which one of the choices is " I want you Thane!" . " Yeah, sorry about your dead wife, hon. Wipe those tears and let's #$%^! "  hehe


The DA writers have used this specific situation as example of how having the tone icons means that they don't have to write such blatant-sounding paraphrases, since they don't have to convey intent and tone all in the same paraphrase.


Cool. I didn't see that, so that is very good to know.   I think the icons are a very good thing in that regard.   

#135
David Gaider

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Erinpedz wrote...
Although with his line about combat shouts.. my one burning urgent question is.. please tell me the get off my back line has gone byebyes???


We're not re-using soundsets, so yes-- you won't hear that line again.

And there's no acknowledgement shout at all for when you click on a party member anyhow. We got rid of those as well as the acknowledgement of assigned commands.

#136
David Gaider

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nightcobra8928 wrote...
thanks and that's good to know but i was more talking about body movement in general as i think that it can help to enhance the tone/personality of the character.


Yes, we can and do add animations to the player as with any other character. It depends on what the player is supposed to be doing, but they have the same "twitches" during regular conversation as anyone else.

#137
nightcobra

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David Gaider wrote...

nightcobra8928 wrote...
thanks and that's good to know but i was more talking about body movement in general as i think that it can help to enhance the tone/personality of the character.


Yes, we can and do add animations to the player as with any other character. It depends on what the player is supposed to be doing, but they have the same "twitches" during regular conversation as anyone else.


great, thanks for the info^_^

#138
Dr. wonderful

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David Gaider wrote...

nightcobra8928 wrote...
thanks and that's good to know but i was more talking about body movement in general as i think that it can help to enhance the tone/personality of the character.


Yes, we can and do add animations to the player as with any other character. It depends on what the player is supposed to be doing, but they have the same "twitches" during regular conversation as anyone else.

 Liking Drinking, eating or sitting down?

Because I can't remember for the life of me, If my warden ever sat down in DA: OPosted Image

#139
Brockololly

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David Gaider wrote...

And there's no acknowledgement shout at all for when you click on a party member anyhow. We got rid of those as well as the acknowledgement of assigned commands.


Thats too bad- I enjoyed how those shouts changed based on the companion's approval- I thought that was a nice, clever touch.

Modifié par Brockololly, 02 février 2011 - 03:45 .


#140
tmp7704

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Dr. wonderful wrote...

Because I can't remember for the life of me, If my warden ever sat down in DA: OPosted Image

Given most of conversations in DAO happened in open spaces or middle of a room etc, it'd be pretty odd for them to just sit down there straight on the floor/ground.

#141
David Gaider

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Dr. wonderful wrote...
 Liking Drinking, eating or sitting down?

Because I can't remember for the life of me, If my warden ever sat down in DA: OPosted Image


How much the player does during a conversation really depends on how important the conversation is (and thus how much love the cinematic designers have given it). For an important conversation, yes, you'll see the PC sitting down, moving around, interacting with whomever they're talking to, etc. I was playing through a conversation today, in fact, where both the player and Fenris were talking while seated.

#142
_Aine_

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Brockololly wrote...

David Gaider wrote...

And there's no acknowledgement shout at all for when you click on a party member anyhow. We got rid of those as well as the acknowledgement of assigned commands.


Thats too bad- I enjoyed how those shouts changed based on the companion's approval- I thought that was a nice, clever touch.


I kind of liked those myself.  It was a subtle yet effective way of expressing your "relationship" with the person, without it having to be put in a number or anything like that.   

#143
Dr. wonderful

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David Gaider wrote...

Dr. wonderful wrote...
 Liking Drinking, eating or sitting down?

Because I can't remember for the life of me, If my warden ever sat down in DA: OPosted Image


How much the player does during a conversation really depends on how important the conversation is (and thus how much love the cinematic designers have given it). For an important conversation, yes, you'll see the PC sitting down, moving around, interacting with whomever they're talking to, etc. I was playing through a conversation today, in fact, where both the player and Fenris were talking while seated.



Ah, Good to know.

It's just make things seem natural, you know?

And now I wait til March 8'th roll around.
Posted Image

#144
Potato Cat

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I'm sure this has already been answered, just questioned differently, but say we were predominantly agressive, but to say, we were the perfect gentlemen to elves. Would we still have an aggressive tone when talking to elves?

#145
nightcobra

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shantisands wrote...

Brockololly wrote...

David Gaider wrote...

And there's no acknowledgement shout at all for when you click on a party member anyhow. We got rid of those as well as the acknowledgement of assigned commands.


Thats too bad- I enjoyed how those shouts changed based on the companion's approval- I thought that was a nice, clever touch.


I kind of liked those myself.  It was a subtle yet effective way of expressing your "relationship" with the person, without it having to be put in a number or anything like that.   


maybe those are included in the battle shouts

something like this:

*varric provides some covering fire*

varric: you okay champ? (for friendship)

or

varric: get your act together! (for rivalry)

Modifié par nightcobra8928, 02 février 2011 - 03:57 .


#146
TheRevanchist

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Mr. Gaider if I try to have a romance with someone I understand you typicaly need to pick the dialogue option where the flirt icon is. However do I need to pick that option everytime to get the romance? If so I'm really hoping it's not shallow and shameless. Like for example, I don't really care about them and I just think their hot and I wana do them. I think a romance is about being a friend first and formost, is this going to be the case?



I understand you can't really talk about this probably, but anything you can say would be appriciated.

#147
Annoyed Dragon

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So if I understand correctly how dialogue is handled in DA2, the dominate personality is the expression you picked the most for example picking "diplomacy"  causes your character your character to be diplomatic during certain scenes, as well as giving your three expressions a diplomatic overtone. :)

#148
In Exile

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David Gaider wrote...
Let's say, for the sake of argument, we did have a "'sup" option on the wheel or its equivalent. If, when it was highlighted, the romance icon also appeared in the center of the dialogue wheel could you claim to be surprised by the resulting line?

Let's also assume, for the sake of this argument, that not every romance needs to be written like Jacob's. Posted Image


If the icon was ''THIS WILL LEAD TO KISSING'' and the paraphrase was ''Let's immediately have sex,'' you would still have people be surprised and suggest that they didn't think it would actually lead to sex.

I think the icons are a brilliant idea, but you give people way too much credit.

#149
upsettingshorts

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In Exile wrote...

I think the icons are a brilliant idea, but you give people way too much credit.


Although, to be fair given how much I like coffee, I could easily misinterpret this to mean they're talking about their excellent Java:

<3 Would you like to come up for a cup of coffee?
:wub: Yes, I love coffee.

#150
Maconbar

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Upsettingshorts wrote...

In Exile wrote...

I think the icons are a brilliant idea, but you give people way too much credit.


Although, to be fair given how much I like coffee, I could easily misinterpret this to mean they're talking about their excellent Java:

<3 Would you like to come up for a cup of coffee?
:wub: Yes, I love coffee.

Maybe they will add a wink, wink, nudge, nudge