Vicious wrote...
Bioware makes the games THEY want to make.
Take it or leave it.
Do they have drive thru? If not forget it.
Vicious wrote...
Bioware makes the games THEY want to make.
Take it or leave it.
David Gaider wrote...
Nomen Mendax wrote...
So let's make everyone happy. For DA3OK so that should say "everyone happy except Bioware" (because of all of the extra work putting in the options).
- Get rid of the dialogue wheel (because it doesn't easily allow the display of multiple sentences of a reasonable length) and use a standard old-fashioned dialogue tree
- Allow the user the option of toggling intent icon's on and off
- Allow the user the option of showing paraphrase or full response text
Yeah... sorry, but a toggle is not the answer to every design issue. Sometimes doing both means inheriting the weaknesses of both.
Steks25 wrote...
Mass effect, eventually I just stopped reading the options and just went with
"top, middle or bottom" i.e. "good, neutral or evil" based on what character I was playing.
Modifié par marshalleck, 24 février 2011 - 10:16 .
Galad22 wrote...
They make games they think PEOPLE want. Very different.
Guest_Sir Jools_*
Sylvius the Mad wrote...
I'm trying to play a detailed character who has specific objectives and probably a unique point of view. He'll speak with nuance.Sir Jools wrote...
I'm not sure I get what you mean.
I liked it more when one had to read through all the options (with no hints about alignment apart from the lines themselves) and stop and think "what do I want to say here?". That also resulted in better written-dialogues (PlaneScape Torment, anyone?), as the actual options had to be clear enough to convey the player what the character would say when selecting any given option. I also loved when the "position" of the lines was kind of random, so always cliking the first one would not be guarantee of choosing the "good" option, for instance.
The new system strips any subtlety away from dialogues, "dumbing" it all down to a quick choice between good/bad/stupid, and furthermore clearly pointing out which option is which, so that acshun-loving people can just indulge in an easy clickfest and quickly move on to the next combat bit.
Trying to figure out which wheel option produces the response I want requires a ton of thought right now, because the paraphrases don't correspond even to the sentence type of the actual line, and the icons haven't been defined for us (and the icons also constrain what each line can be). We're basically being asked to solve a puzzle with each dialogue option, unless we're willing to accept the simplistic trichotomy you describe.
BobSmith101 wrote...
DA2 is very different because it completely removes the character building. You get one character and that's it.
The problem I have with Biowares system DA2/ME is that you get all the negatives, but no positives. Your characters development is non existent. That is the only good reason to have a pregenerated character like they do in JRPGs so they can grow along with the plot.
wulfsturm wrote...
Galad22 wrote...
They make games they think PEOPLE want. Very different.
Judging by their track record so far, I think they generally know what people want.
marshalleck wrote...
I suppose that works if your character concepts are as varied and nuanced as good, neutral, and evil.
Well yeah but you will know what the icons represent when you get the game.Sylvius the Mad wrote...
Trying to figure out which wheel option produces the response I want requires a ton of thought right now, because the paraphrases don't correspond even to the sentence type of the actual line, and the icons haven't been defined for us (and the icons also constrain what each line can be). We're basically being asked to solve a puzzle with each dialogue option, unless we're willing to accept the simplistic trichotomy you describe.
Morroian wrote...
Hawke isn't pre-generated you can build him into your character as you want him to be, via character development. Sure we got 6 origins in DAO but each of those origins was just as fixed as Hawke is. And as has been said many times after the origin story there was very little difference in the way the character was treated.
For the record, I don't like class systems. That's why GURPS was better than D&D.TGFKAMAdmaX wrote...
and other games are doing this as well. look at most shooters today. they usually have a class system implemented to encourage replayability and for players to fulfill certain roles...they are borrowing from rpgs....stop crying and get over it.....it is still an rpg at heart.
That isn't a terribly helpful answer, because that's what I want, too. I just don't think that the dialogue wheel games let me do that.The-Sapient wrote...
I enjoy Bioware games because they allow me to participate in great story telling.
Until I get that manual, I can't even begin to enjoy the demo.Maria Caliban wrote...
They have them all listed in the manual. I believe they have over 12 icons altogether.
marshalleck wrote...
I suppose that works if your character concepts are as varied and nuanced as good, neutral, and evil.
It amuses me how often I am seeing this argument voiced in this thread as though it's an incrimination of the wheel and not the player simply going always top, always middle, always bottom.
I remember.Morroian wrote...
As for the paraphrases like 1 of the devs said in a previous thread on this you have to treat the paraphrase as the beginning phrase of what Hawke says. Its a bit of a paradigm shift.
Choose option #2 in a dismissive way.Steks25 wrote...
Say a beggar comes up to my hawke and asks him if he could spare some change, I can choose:
1.But of course, here you go poor man.
2.Avoid the conversation so you dont get any "good" or "bad points"
3.Kill him
What If I wanted to tell him to get the hell away from me and not kill him?
marshalleck wrote...
Steks25 wrote...
Mass effect, eventually I just stopped reading the options and just went with
"top, middle or bottom" i.e. "good, neutral or evil" based on what character I was playing.
I suppose that works if your character concepts are as varied and nuanced as good, neutral, and evil.
It amuses me how often I am seeing this argument voiced in this thread as though it's an incrimination of the wheel and not the player simply going always top, always middle, always bottom, herp derp!
Modifié par Galad22, 24 février 2011 - 10:29 .
Sylvius the Mad wrote...
Until I get that manual, I can't even begin to enjoy the demo.
What is the demo actually supposed to be showing us?
Morroian wrote...
BobSmith101 wrote...
DA2 is very different because it completely removes the character building. You get one character and that's it.
The problem I have with Biowares system DA2/ME is that you get all the negatives, but no positives. Your characters development is non existent. That is the only good reason to have a pregenerated character like they do in JRPGs so they can grow along with the plot.
Hawke isn't pre-generated you can build him into your character as you want him to be, via character development. Sure we got 6 origins in DAO but each of those origins was just as fixed as Hawke is. And as has been said many times after the origin story there was very little difference in the way the character was treated.
Duelingk wrote...
I dislike the new system. Its now even easier to just choose the "good/paragon/diplomatic" option without much thought or reasoning behind it.
Maria Caliban wrote...
You needed high paragon or high renegade for certain dialogue options. Typically the best dialogue options.
Also, the difference between paragon and renegade were more than tone. A paragon option might be 'get off my station' while a renegade one would be to blast the person's head off.
I stuck to mostly paragon because the renegade options weren't just aggressive but racist, murderous, and brutish on occasion.
Steks25 wrote...
And you ONLY have those 3 options, how can I do things differently.
I liked the DA1 system, you had alot of choices and you could basically pick something close to what you actually wanted to say, and it wasnt labelled as "good" "neutral" "evil"
Morroian wrote...
So? Thats up to the player, you can put more thought into it if you want.
foam wrote...
I agree with you about Hawke not being pre-generated, but the difference is the illusion of freedom and playing as your own character. Of course the choices will be limited, but as long as they feel endless they might as well be. We have yet to see if DA2 pulls this off. Though I must say, as someone who loves to roleplay, DA2 rubs me the wrong way with the voiced protagonist. I don't think I'll be able to think of Hawke as my character.