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Do you like the 3 path "RPG" system?


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#301
AkiKishi

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Wulfram wrote...

My definition of help includes "defend you if attacked" but doesn't necessarily include "hunt him down and kill him".  One is murder, and one isn't.


I'm hoping that's kind of cobbled together in the demo like how you had to fight the guards in the ME2 demo, but not in the full version. And you get more explanation.

#302
Wulfram

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Saibh wrote...

Wulfram wrote...

My definition of help includes "defend you if attacked" but doesn't necessarily include "hunt him down and kill him".  One is murder, and one isn't.


The point of what you're trying to do is to help defend Isabela if the duel goes wrong.

You promised to help with the slaver.

You did not say "Oh, well, after he betrays you, I'll defend myself and leave".


There was nothing stopping Isabela from leaving herself.  She chose to go to the Chantry because she wanted him dead.  That is not defence.

#303
Saibh

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Wulfram wrote...

There was nothing stopping Isabela from leaving herself.  She chose to go to the Chantry because she wanted him dead.  That is not defence.


Uh, no he was trying to get her killed. You know, assassinate her? 

Regardless, how she chooses to handle it isn't the point: you agreed to help her, and if she wants to go kill the slaver, then you already said you'd help.

Don't want to help her, don't promise to do it.

#304
Blastback

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As others have pointed out, the system isn't as diffrent as it's made out to be, mostly just in presentation. But I would love to see it expanded on in the future. Always room for improvement right?

#305
Saibh

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Mr.Kusy wrote...

The choices aren't clear at all. What's the diffrence between making a joke and cheering someone up here? Both have the same icon and you would have to be a retard to joke when someone is bleeding out in front of you or your brother just died.


The paraphrase. Seriously, some people are absolutely refusing to acknowledge the paraphrases, and think the dialogue options are entirely based on the icons.

There's also a different icon for joking around and being light-hearted.

If you don't think they would be light-hearted, pick the top-right option.

#306
Sylvius the Mad

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David Gaider wrote...

Clonedzero wrote...

in all honesty, its not that different from what origins was like. its just not all listed out.

(nice continue option)
(snarky continue dialogue option)
(mean continue dialogue option)
(ask clarifying question dialogue option #1 i.e investigate)
(ask clarifying question dialogue option #2 i.e investigate)
(ask clarifying question dialogue option #3 i.e investigate)
(stab the dude dialogue option)

its just presented in a wheel this time.

This is exactly the case.

In Origins we had instances of these kinds of "personality" hubs, as outlined above, where it's more about how you're saying something that making actual decisions on what to do. They, too, had the same three basic options-- something we've done in variations since Baldur's Gate.

Then there are "choice" hubs where you are deciding what to do, and there are no icons except for those actions that need clarification on the intent, such as "this will lead to combat" and "this is asking for money".

Again, no different than in Origins.

If the intent from someone is to imply that moving the investigate options into a seperate wheel (rather than having them as part of the main list, as in Origins) or adding an icon to clarify tone (which, no, was not self-evident to everyone who played Origins) somehow makes it simpler rather than different from Origins is very much missing the point.

Here's my complaint (which I'm sure you already know).

In DAO, those initial three options - nice, snarky, and mean - weren't necessarily nice, snarky, or mean.  The player could choose those lines and intend them however he wanted.  I might choose a line that you'd written as sarcastic but if my character was socially inept he might actually deliver the line earnestly, only to have the NPC misinterpret him and he'd get embarrassed and just stop talking.

These sorts of roleplaying experiences are no longer available with the wheel and icon because we need to accept the intent icons to have any idea what the actual line is going to say.

This is the problem.  The paraphrase system relies on the player wanting his character to deliver the line as the writer intended that line to be delivered, whereas the full-text dialogue systems required no such thing.

Modifié par Sylvius the Mad, 24 février 2011 - 07:11 .


#307
eucatastrophe

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I dislike it. I'd much prefer to see the options.



Coupled with the VA, I severely dislike it.

#308
JohnstonMR

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Galad22 wrote...

David Gaider wrote...

This is exactly the case.

In Origins we had instances of these kinds of "personality" hubs, as outlined above, where it's more about how you're saying something that making actual decisions on what to do. They, too, had the same three basic options-- something we've done in variations since Baldur's Gate.

Then there are "choice" hubs where you are deciding what to do, and there are no icons except for those actions that need clarification on the intent, such as "this will lead to combat" and "this is asking for money".

Again, no different than in Origins.

If the intent from someone is to imply that moving the investigate options into a seperate wheel (rather than having them as part of the main list, as in Origins) or adding an icon to clarify tone (which, no, was not self-evident to everyone who played Origins) somehow makes it simpler rather than different from Origins is very much missing the point.

You may not like that the layout is different from Origins, but it's truly not as different as some people seem to want everyone to believe. Not liking something doesn't make it "for dumb people", which is the implication that some people keep making. Which is too bad, as I'd hate for someone's love of Origins-- a sentiment I share-- predispose them to disliking something based only on the fact that it's not Origins.


It is not as I said, if you can't know what you are saying you aren't really roleplaying anything, but playing as someone else. This is the problem.


You may have missed something--you're on a computer (or a console).  Computer RPGs have NEVER been about "roleplaying" more than "playing as someone else."  Even in BG and BG2, you choose from a set list of options the writers gave you--at NO TIME in the game can you just say what you want. 

In BG2, when you first talk to Minsc, there are three choices of response about Boo, his hamster.  NONE of those choices was what I wanted to say, which was "You have a space hamster! That's awesome!"  You could either insult him or brush it aside.  That's not "roleplaying" in the classic sense, it's playing as another character and choosing his responses. 

True roleplaying, in the sense you mean it, happens at a table or a LARP event, with real people playing all the characters.   It doesn't happen even in the best Computer RPGs. 

#309
Saibh

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Sylvius the Mad wrote...

Here's my complaint (which I'm sure you already know).

In DAO, those initial three options - nice, snarky, and mean - weren't necessarily nice, snarky, or mean.  The player could choose those lines and intend them however he wanted.  I might choose a line that you'd written as sarcastic but if my character was socially inept he might actually deliver the line earnestly, only to have the NPC misinterpret him and he'd get embarrassed and just stop talking.

These sorts of roleplaying experiences are no longer available with the wheel and icon because we need to accept the intent icons to have any idea what the actual line is going to say.

This is the problem.  The paraphrase system relies on the player wanting his character to deliver the line as the writer intended that line to be delivered, whereas the full-text dialogue systems required no such thing.


Sylvius, every time you bring this up, it comes down to you pretending your ever had the choice. You didn't. Just because your vision of how the game works does not interfere with how the writers intended it to be played doesn't mean that you are right in thinking something is being taken away.

Characters always react a specific way to specific lines. You can't change that. You simply pretend that they can be wrong. But you're making your own rules, not abiding by what they already set down. And, I know, you think you should be free to make your own, but they are not making your game, they are making their game.

#310
AlanC9

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Mr.Kusy wrote...
What troubles me the most is that BioWare seems to unify their games. They slowly remove diversity as I see it, next 4 installments of both universes and Dragon Age games will be exacly the same as Mass Effect games just in a diffrent lore. 


Jump to conclusions much?

KotOR was different from anything Bio had ever done before. Jade Empire was too. Mass Effect was different as well, and the sequel went even further. DAO was a throwback to an earlier style.

So you've got one data point showing less diversity. One. And it's not even coherent to think of DA2 as a ME/DAO hybrid, since its got plenty of its own design features that are in neither predecessor. 

#311
Sylvius the Mad

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Saibh wrote...

Sylvius, every time you bring this up, it comes down to you pretending your ever had the choice. You didn't.

How can you say that?  I clearly did have the choice.  I could intend a line however I wanted.  It worked brilliantly.

Why do you think it didn't?  What evidence could you possibly have?

Just because your vision of how the game works does not interfere with how the writers intended it to be played doesn't mean that you are right in thinking something is being taken away.

Yes it does.  How the game actually worked was to accommodate deeper and more involved roleplaying.  That most players didn't take advantage or that, or that the writers didn't even intend it, makes no difference to whether it was actually there.

And it's because the writers clearly didn't intend it that I need to come here and jump up and down pointing it out.  They were accommodating an entire playstyle seemingly without knowing it.  If no one ever tells them, then they might throw it away without ever noticing.

I'm not letting that happen.

Characters always react a specific way to specific lines. You can't change that.

I fail to see how this is at all relevant.

You simply pretend that they can be wrong.

Just as you pretend that they are right.  What makes your way more accurate?

Modifié par Sylvius the Mad, 24 février 2011 - 07:19 .


#312
Sylvius the Mad

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AlanC9 wrote...

KotOR was different from anything Bio had ever done before. Jade Empire was too. Mass Effect was different as well, and the sequel went even further. DAO was a throwback to an earlier style.

You missed NWN.  And while single-player NWN was arguably a lot like KotOR, NWN's core feature wasn't the single-player game.

Just filling in a blank for you.

#313
Wulfram

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Saibh wrote...

Uh, no he was trying to get her killed. You know, assassinate her?


Sure, and Hawke helped her avoid his assassins.  Then she decides to assassinate him.  A sensible thing to do, no doubt, but in no way can your agreement to this be presumed.

Regardless, how she chooses to handle it isn't the point: you agreed to help her, and if she wants to go kill the slaver, then you already said you'd help.

Don't want to help her, don't promise to do it.


Nowhere in what we are shown in the demo did we promise to help Isabela hunt him down and kill him.  An agreement to help someone out in a matter does not mean that you are bound to unquestioningly follow their orders from then on.

#314
Galad22

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JohnstonMR wrote...

You may have missed something--you're on a computer (or a console).  Computer RPGs have NEVER been about "roleplaying" more than "playing as someone else."  Even in BG and BG2, you choose from a set list of options the writers gave you--at NO TIME in the game can you just say what you want. 

In BG2, when you first talk to Minsc, there are three choices of response about Boo, his hamster.  NONE of those choices was what I wanted to say, which was "You have a space hamster! That's awesome!"  You could either insult him or brush it aside.  That's not "roleplaying" in the classic sense, it's playing as another character and choosing his responses. 

True roleplaying, in the sense you mean it, happens at a table or a LARP event, with real people playing all the characters.   It doesn't happen even in the best Computer RPGs. 


For you it doesn't it seems. You are not in any way qualified to say if it does or doesn't happen to me.

#315
Guest_Puddi III_*

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It seems it already did happen, Sylvius. And they're already well aware of the playstyle you speak of from all of the previous times you've jumped up and down about it.

#316
Blastback

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Saibh wrote...

Sylvius the Mad wrote...

Here's my complaint (which I'm sure you already know).

In DAO, those initial three options - nice, snarky, and mean - weren't necessarily nice, snarky, or mean.  The player could choose those lines and intend them however he wanted.  I might choose a line that you'd written as sarcastic but if my character was socially inept he might actually deliver the line earnestly, only to have the NPC misinterpret him and he'd get embarrassed and just stop talking.

These sorts of roleplaying experiences are no longer available with the wheel and icon because we need to accept the intent icons to have any idea what the actual line is going to say.

This is the problem.  The paraphrase system relies on the player wanting his character to deliver the line as the writer intended that line to be delivered, whereas the full-text dialogue systems required no such thing.


Sylvius, every time you bring this up, it comes down to you pretending your ever had the choice. You didn't. Just because your vision of how the game works does not interfere with how the writers intended it to be played doesn't mean that you are right in thinking something is being taken away.

Characters always react a specific way to specific lines. You can't change that. You simply pretend that they can be wrong. But you're making your own rules, not abiding by what they already set down. And, I know, you think you should be free to make your own, but they are not making your game, they are making their game.

Well, to a certain extent I have to agree with Sylvius.  The silent PC allows for a greater illusion of character control.  Like in Syl's example, of his character saying the sarcastic line but actually in his mind doing it because he's socially inept, you can interpret the set NPC response to be a misunderstanding.  It's an illusion of control so to speak, but that freedom is what attracts some folks to the games.  And it is being lost. 

#317
Saibh

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Sylvius the Mad wrote...

How can you say that?  I clearly did have the choice.  I could intend a line however I wanted.  It worked brilliantly.

Why do you think it didn't?  What evidence could you possibly have?


Because the writers--the people who made the game--had an intention. Their word is greater than yours.

Again, you are pretending you had the option. You had the benefit of not being contradicted, but that doesn't mean you were ever right.

And it's because the writers clearly didn't intend it that I need to come here and jump up and down pointing it out.  They were accommodating an entire playstyle seemingly without knowing it.  If no one ever tells them, then they might throw it away without ever noticing.


I'm sure they're well aware that some people play outside the parameters they set. After all, we have whole websites devoted to mods to do just that.

But that doesn't change the fact that they had a vision, and they are simply clarifying and consolidating it now. It interferes with your perception of how you played the game, but that's not an issue to them, because you were always playing something that they didn't intend for you.

When they made the box for the game, I'm sure they didn't intend for me to use it to kill spiders. And if they then decide to make it digital download, I'd be wrong to say that they are taking away my bug-swatting capabilities, because I was inventing a use for it that they never promised us.

Just as you pretend that they are right.  What makes your way more accurate?


Because the writers intended it that way.

#318
Maverick827

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Sylvius the Mad wrote...

This is the problem.  The paraphrase system relies on the player wanting his character to deliver the line as the writer intended that line to be delivered, whereas the full-text dialogue systems required no such thing.

When the user is able to do things that the developer does not intend, then we typically call that a bug or a glitch.  You have been able to skate by, enjoying this "feature" for quite a while, but eventually bugs and glitches are fixed.  

"Working as intended," as it were.

#319
Blastback

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Saibh wrote...


Because the writers--the people who made the game--had an intention. Their word is greater than yours.

Don't make me drag the "Death of the Author" movment out.:lol:

#320
Saibh

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Wulfram wrote...

Sure, and Hawke helped her avoid his assassins.  Then she decides to assassinate him.  A sensible thing to do, no doubt, but in no way can your agreement to this be presumed.


No, he didn't. What he'd be doing is defending himself--because they attack you, not just Isabela--and then leaving. Not abiding by his promise at all.

Nowhere in what we are shown in the demo did we promise to help Isabela hunt him down and kill him.


I already told you many, many, many, many, many times that you did.

  An agreement to help someone out in a matter does not mean that you
are bound to unquestioningly follow their orders from then on.


Then you shouldn't have promised to help. Once the Battle for Redcliffe happens in DAO, you can't run out and let everyone get killed. You can stay and let everyone get killed, but you also have to defend the people inside the Chantry. By accepting her offer your promise this quest. What you want is the option to turn tail, which the game isn't letting you, as you've already promised.

#321
Sylvius the Mad

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Blastback wrote...

]Well, to a certain extent I have to agree with Sylvius.  The silent PC allows for a greater illusion of character control.  Like in Syl's example, of his character saying the sarcastic line but actually in his mind doing it because he's socially inept, you can interpret the set NPC response to be a misunderstanding.  It's an illusion of control so to speak, but that freedom is what attracts some folks to the games.  And it is being lost. 

It's not an illusion.  I actually get to decide how my character delivers each line, and with the full text options I also have more control over what it is he says.

There's a moment in DAO where the Warden is given an option to make a really cheesy pass at Leliana.  Some players interpreted that as a joke, and that interpretation leads to Leliana's response making perfect sense (she laughs and says "Eww").  But if I interpret it as a genuine attempt to flirt with her, then her reaction still makes perfect sense.  But her laughter now sounds more nervous, because one would expect nervous laughter rather than amused laughter following a clumsy pick-up line.

#322
Sylvius the Mad

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WHen I was first playing DAO, I ever sent David a note praising him and his team for writing the Origins so well. There was a conversation with Irving in the Mage origin which I played through with two different characters, and the exact same line chosen under the exact same circumstances meant something conpletely different.

I don't see that as being possible most of the time in DA2.

David never responded to my praise. Maybe DA2 is why.

#323
Melness

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But if I interpret it


That's exactly what people call an illusion. Your perception of how things went depends on how much vague the intent of the writers was, but the former does not change the latter.

You're pretending that a same line was meant different things, but it didn't - which is exactly why the character you're talking to reacts exactly the same way.

Modifié par Melness, 24 février 2011 - 07:33 .


#324
Blastback

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Sylvius the Mad wrote...

Blastback wrote...

]Well, to a certain extent I have to agree with Sylvius.  The silent PC allows for a greater illusion of character control.  Like in Syl's example, of his character saying the sarcastic line but actually in his mind doing it because he's socially inept, you can interpret the set NPC response to be a misunderstanding.  It's an illusion of control so to speak, but that freedom is what attracts some folks to the games.  And it is being lost. 

It's not an illusion.  I actually get to decide how my character delivers each line, and with the full text options I also have more control over what it is he says.

There's a moment in DAO where the Warden is given an option to make a really cheesy pass at Leliana.  Some players interpreted that as a joke, and that interpretation leads to Leliana's response making perfect sense (she laughs and says "Eww").  But if I interpret it as a genuine attempt to flirt with her, then her reaction still makes perfect sense.  But her laughter now sounds more nervous, because one would expect nervous laughter rather than amused laughter following a clumsy pick-up line.

Well, I'm trying to find a middle ground that both sides can understand and accept as valid.^_^
I do agree with you on this, it's why I'm nervous about the whole voiced PC thing meaning a more predefined character. 

#325
Merced652

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I kind of figured writers would appreciate people using their work in any way they found enjoyable so long as it wasn't abusive. Kind of like the whole fanfic sensation. Saibh just makes them sound like complete douchebags.