Aller au contenu

Photo

Do you like the 3 path "RPG" system?


992 réponses à ce sujet

#26
HyperLimited

HyperLimited
  • Members
  • 615 messages
This system is not in DA2. There is no good or evil path to take. The icons represent the tone of your response in conversations. Nothing more.

I've also noticed when it came to making a decision, such as how the death of Wesley in the demo was handled, every choice had the same icon, and additional choices can be present on the left side of the wheel. My guess is every decision to be made about particular matters will not have any tone icons, but we'll only know for sure once the game is released.

To answer your question, I can't say I'm a fan of the whole good/evil or paragon/renegade system from Mass Effect, since to accomplish some things in the game, like having all party members in ME2 loyal and focused, you'd have to go full blown paragon or renegade. It really limits freedom of choice for your character.

Modifié par HyperLimited, 24 février 2011 - 03:16 .


#27
Galad22

Galad22
  • Members
  • 860 messages

The Big Nothing wrote...

The Big Nothing wrote...

I think it could be improved upon, but on the whole, I like it. It's not as clumsy or random as a sprawling menu; it is an elegant system, for a more civilized age.


Aww, man. Nice Star Wars reference!


Talking to yourself is one of the first signs of mental illness ;)

#28
AkiKishi

AkiKishi
  • Members
  • 10 898 messages

kedcoleman wrote...
 
Dragon Age: Origins.  

Seriously.  It's a change of format more than anything.


Not quite. In Origins you did not know the outcome of your choice before you make it. In ME and now in DA2 you do. That's a pretty fundamental difference.

#29
The Big Nothing

The Big Nothing
  • Members
  • 1 663 messages

Galad22 wrote...

The Big Nothing wrote...

The Big Nothing wrote...

I think it could be improved upon, but on the whole, I like it. It's not as clumsy or random as a sprawling menu; it is an elegant system, for a more civilized age.


Aww, man. Nice Star Wars reference!


Talking to yourself is one of the first signs of mental illness ;)


Who wrote that? I thought I was alone!

#30
Hellosanta

Hellosanta
  • Members
  • 823 messages

BobSmith101 wrote...

kedcoleman wrote...
 
Dragon Age: Origins.  

Seriously.  It's a change of format more than anything.


Not quite. In Origins you did not know the outcome of your choice before you make it. In ME and now in DA2 you do. That's a pretty fundamental difference.

you do ...? that's totally new to me.

#31
Threeparts

Threeparts
  • Members
  • 1 266 messages

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.


Exactly this. the dialogue options are essentially the same system we had in DA:O, but because it's presented differently (A wheel? Instead of a list? MASS EFFECT!) and incorporates paraphrasing, people seem to be panicking.

If they'd kept the old list and used paraphrasing with a (dialogue type) next to it, I don't think it would cause this much fuss.
1. We should go. (curt)
2. Shall we press on, then? (pleasant)
3. Stop wasting my time with your prattle, Leliana. (aggressive)
4. That's enough. (stab her)

It's exactly the same, except the words are placed in two coloumns in the center of the screen and there are icons instead of text. And yet... so much fuss. Weird.

The gripes are the same with Hawke's story being "plotted out for you". Your Origins character had a set history with parents and siblings, or the tower, or your clan, and there was no way to finish the game but to kill the Archdemon and become the Hero of Ferelden. It was how you got from point A to point X that made the game fun.
We have the same set-up with Hawke - you start as a refugee with parents and siblings and you will become the Champion of Kirkwall - but, for some reason, it has people in a tizzy.

#32
Itkovian

Itkovian
  • Members
  • 970 messages
I like it, mostly because it is coupled with the more cinematic dialogue.

That said, it's not very different from DAO's dialogue. How many paths do you think actually existed in DAO? All this did is formalize the process.

In fact, there is a greater RP involvement in this system because the game actually tracks your character's attitudes and adjusts the dialogue accordingly, allowing you to build a personality for your character that will affect other people's actions towards him. This is something that never existed in DAO and BG2.

And the icons are not there to "dumb down" the selection, that is simply factually wrong. It is to help clarify the paraphrase. Indeed, I imagine those complaining about the icons would complain about the lack of clarity in the paraphrases otherwise.

Hate on the paraphrasing system if you like, that's a valid concern, but bashing the icons or the number of paths is simple nonsense.

Itkovian

#33
Emperor Mars

Emperor Mars
  • Members
  • 587 messages
I have played the old rpgs, I play D&D (3.5) and have been playing video game RPGS Since I have been playing video games (that was when I was like...7 I am 21 now)

and....I LIKE IT!


WHY? I just like it.
Games are about enjoyment, and I enjoy this system more.

Modifié par Emperor Mars, 24 février 2011 - 03:13 .


#34
hawat333

hawat333
  • Members
  • 2 974 messages
Nope. Not one bit.

I prefer the mute hero with six-seven-or more ways to answer a question. More conversation paths, etc.

What we have here is just lazy.

I made peace with the voiced hero, but as for liking it? No, I don't.


#35
Threeparts

Threeparts
  • Members
  • 1 266 messages

BobSmith101 wrote...

kedcoleman wrote...
 
Dragon Age: Origins.  

Seriously.  It's a change of format more than anything.


Not quite. In Origins you did not know the outcome of your choice before you make it. In ME and now in DA2 you do. That's a pretty fundamental difference.


You're assuming that people will always respond well to you being nice and react badly to you being aggressive, which isn't the case. We've seen it in the demo: Flemeth likes you better if you're snarky than if you're nice. The icons display your intent with the words, not how other characters will necessarily receive them. If you choose to be nice, they might see you as being patronising and get pissed off. If you intend to be aggressive, a character might think you're a bit more of a badass than before, and like and respect you better.

#36
AkiKishi

AkiKishi
  • Members
  • 10 898 messages

Hellosanta wrote...
 you do ...? that's totally new to me.


Theres a little icon that tells you the outcome of each choice.  It's not like you choose a conversation, because there are only some keywords.

#37
sepir

sepir
  • Members
  • 388 messages
I like it. Sometimes in DA:O the intent wasn't clear, and I read through an option for a couple of minutes. I'd choose something and get a response that I wasn't expectin. Of course, in the next line the NPC would say what they were going to say anyway. Same happens here, but I choose the intent I want and then enjoy how the voice actor portrays that intent.

#38
AkiKishi

AkiKishi
  • Members
  • 10 898 messages

Threeparts wrote...
You're assuming that people will always respond well to you being nice and react badly to you being aggressive, which isn't the case. We've seen it in the demo: Flemeth likes you better if you're snarky than if you're nice. The icons display your intent with the words, not how other characters will necessarily receive them. If you choose to be nice, they might see you as being patronising and get pissed off. If you intend to be aggressive, a character might think you're a bit more of a badass than before, and like and respect you better.


We shall see in the full game maybe.. Friendship choices seem very clear cut so far. Can't say I found it much different in other choices, but without the game as reference, there are a lot of blanks.

#39
Siven80

Siven80
  • Members
  • 1 505 messages

Threeparts 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.


Exactly this. the dialogue options are essentially the same system we had in DA:O, but because it's presented differently (A wheel? Instead of a list? MASS EFFECT!) and incorporates paraphrasing, people seem to be panicking.

If they'd kept the old list and used paraphrasing with a (dialogue type) next to it, I don't think it would cause this much fuss.
1. We should go. (curt)
2. Shall we press on, then? (pleasant)
3. Stop wasting my time with your prattle, Leliana. (aggressive)
4. That's enough. (stab her)

It's exactly the same, except the words are placed in two coloumns in the center of the screen and there are icons instead of text. And yet... so much fuss. Weird.

The gripes are the same with Hawke's story being "plotted out for you". Your Origins character had a set history with parents and siblings, or the tower, or your clan, and there was no way to finish the game but to kill the Archdemon and become the Hero of Ferelden. It was how you got from point A to point X that made the game fun.
We have the same set-up with Hawke - you start as a refugee with parents and siblings and you will become the Champion of Kirkwall - but, for some reason, it has people in a tizzy.


This

#40
shelledfade

shelledfade
  • Members
  • 112 messages

wowpwnslol wrote...

It's worse. Made for ADD kids too lazy to read, so they even added pictures. I hate ME style dialogue "wheel" it screams console oversimplification.


I'm getting sick of console oversimplification. I really am.

#41
Funkjoker

Funkjoker
  • Members
  • 486 messages

BobSmith101 wrote...

Personally I hate it. In DA I would read through my choices and pick the one that suited my character best. Now much like ME we get the good/evil and middle path. Not only that, but we get little icons to make it even easier...

Now you don't even have to read just look at the icons.

Anyway what does everyone else think ? Better or just lazy?


Hey, this is not the only thing that got dumbed down in DA2. People who like it get this feature, because obviously the dialogue system in DAO was too complicated for them.

#42
LexXxich

LexXxich
  • Members
  • 954 messages
It seems a bit confining to me. Origins' system gave me better illusion of choice. I doesn't help that I find the voice acting of both genders atrociously inconsistent, no matter the tone of response. At least in ME VAs had some strong areas, like Paragon for Hale, and Renegade for Meer. These new people are all over the place.

Modifié par LexXxich, 24 février 2011 - 03:21 .


#43
Burdokva

Burdokva
  • Members
  • 960 messages
In Mass Effect, no, the opposite - I like it. Especially in the first (the way Paragon/Renege functioned as a mechanic). It's a somewhat simpler RPG with a more cinematic "wide-scale" feeling. The dialogue wheels works well, although it can be a bit repetitive/constraining sometimes.



In Dragon Age, no. The first had the breadth of a novel. Dialogue allowed you to roleplay and it opened a lot of differences in each scene. The ME-inspired wheel limits it far too much.

#44
DraCZeQQ

DraCZeQQ
  • Members
  • 1 075 messages
The other question is ... if we got "THE WHEEL" why the hell we didnt get the INTERUPTS!

Modifié par DraCZeQQ, 24 février 2011 - 03:27 .


#45
Zeus_Deus

Zeus_Deus
  • Members
  • 148 messages
I like it because it gives you a better idea of the tone of the reply. In DA:O some replies you couldn't really tell the tone or if it would end the conversation when you actually want to find out more.

#46
Herr Uhl

Herr Uhl
  • Members
  • 13 465 messages

BobSmith101 wrote...

Hellosanta wrote...
 you do ...? that's totally new to me.


Theres a little icon that tells you the outcome of each choice.  It's not like you choose a conversation, because there are only some keywords.


No, they tell you the tone of it. Or did you get diamonds when you chose that one?

#47
Clonedzero

Clonedzero
  • Members
  • 3 153 messages

DraCZeQQ wrote...

The other question is ... if we got "THE WHEEL" we the hell we didnt get the INTERUPTS!


oh god yes, i wanna throw dudes out of windows midsentance

#48
Galad22

Galad22
  • Members
  • 860 messages

Threeparts wrote...

Exactly this. the dialogue options are essentially the same system we had in DA:O, but because it's presented differently (A wheel? Instead of a list? MASS EFFECT!) and incorporates paraphrasing, people seem to be panicking.

If they'd kept the old list and used paraphrasing with a (dialogue type) next to it, I don't think it would cause this much fuss.
1. We should go. (curt)
2. Shall we press on, then? (pleasant)
3. Stop wasting my time with your prattle, Leliana. (aggressive)
4. That's enough. (stab her)

It's exactly the same, except the words are placed in two coloumns in the center of the screen and there are icons instead of text. And yet... so much fuss. Weird.

The gripes are the same with Hawke's story being "plotted out for you". Your Origins character had a set history with parents and siblings, or the tower, or your clan, and there was no way to finish the game but to kill the Archdemon and become the Hero of Ferelden. It was how you got from point A to point X that made the game fun.
We have the same set-up with Hawke - you start as a refugee with parents and siblings and you will become the Champion of Kirkwall - but, for some reason, it has people in a tizzy.


Personally I want to know what I am going to say, If I don't know that I get the feeling that I am just playing as some jackass who just goes around slaughtering random people. Instead of you know roleplaying as someone else.

Modifié par Galad22, 24 février 2011 - 03:23 .


#49
Grodash

Grodash
  • Members
  • 34 messages

No, they tell you the tone of it. Or did you get diamonds when you chose that one?


- (mother) Wake up Carver, the battle is over
- (hawke) HIS BODY IS NOW DIAMONDS!

#50
LadyJaneGrey

LadyJaneGrey
  • Members
  • 1 647 messages
Don't care one way or the other. I picked the response that seemed to fit the situation regardless of the "intent" icons.