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Do you like the 3 path "RPG" system?


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#776
In Exile

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Sylvius the Mad wrote...
A lot of people do.

But think about it.  If questions can convey information, then they can convey false information.  That means you should be able to lie to me using only a question.

I invite you to try.


How did your pregnancy feel?

I just conveyed false information using a question: that you were ever pregnant and that you could be pregnant.

ETA:

Questions refer. Since they refer, they could refer to things that aren't true. They don't need to assert .

Modifié par In Exile, 25 février 2011 - 04:08 .


#777
KillTheLastRomantic

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BudaKhan wrote...

What's with you guys? Not enough shades of grey or just nothing better to complain about today? Good, Evil, Neutral.... what? You want a chaotic neutral speech choice? Get out of here you kooks! Image IPB


Well, the paraphrasing is ****. Despite the icons Hawke would still say things I didn't want or expect him to say. Not to mention he leered at Isabela when she suggested they have sex later and got all manly and in Wesleys face during that Templar/apostate encounter, with no choice from me whatsoever.

#778
In Exile

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Gazeuse wrote...

Why even bother with the icons. Just let us select personality trait at character creation and then all dialogue just follows that. In each dialogue the wheel or list could be populated with topics. Each topic would start a dialogue "cutsceen" and there could be some moles in between that you could just whack with your personality trait. "grab collar", "make a silly comment", etc.

Maybe that is the next big "innovation" we'll see in the near future. /sarcasm

The best thing about written dialogue choices (without any icons) is that they make you use your brain: reading, comprehension, thinking about choices/consequences and finally making the selection. If you take that process away, I guess someone might call it "dumbing down".


If you don't want to ''use your brain'' because you don't like the way information is presented, that your loss. You could easily play DA:O by just clicking the good response (Hint: It's almost always 1; that's also the one that always advances the conversation). You can think about the consequences in DA2.

There are reasons to be critical of the paraphrase, but ''not intelligent enough'' is a failing on your part.

#779
Myshovoore

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nomzy wrote...

I don't mind the wheel, it's the paraphrasing I hate.
I'd rather just read what the character is going to say, than guess then find out I it was something different. I don't mind the VO though. The female one I love :P

Oh well, I'll deal with it.


This. The wheel itself isn't bad, since it's the same choices displayed differently. And it's harder to misclick. Voiced main character also doesn't bother me - I was fine without voice in DA:O, I was fine with voice in Mass Effect. And FemHawke's voice is really nice.

On the other hand, it happened a few times in ME that after I chose an option I liked Shepard said something that I would never choose directly - and this really broke the immersion for me. In DA2 demo this didn't happen, but once or twice Hawke did say something I didn't expect (e.g. after Bethany's death).

i understand that Shepard's - or now Hawke's - dialogue lines can be quite long, and while a list can easily show such long options, the wheel only has space for one line of text at most half the screen long. However, this could be solved - for example by showing the wheel as it is, and providing the full text after the player hovers a mouse over an option for a moment.

So, basically - I don't really care about the wheel or its icons, Hawke's voice is quite nice (especially the female version) and makes more epic cutscenes possible, but not knowing what my character is going to say is making me feel like I'm directing Hawke instead of playing him/her ("Ok, Hawke, now try to be sarcastic... yes, that's it. Now something more aggressive... no, no, I didn't want you to do THAT!").

It was mostly fine in ME, which was more action-adventure-shooter with RPG elements, but I was hoping that DA2 would be closer to classic-style RPGs - like DA:O was.

Edit: Of course, DA2 is still much closer to classic-style RPGs than ME is, but the wheel seems to be a step away from them and into another direction.

Modifié par Myshovoore, 25 février 2011 - 04:03 .


#780
FieryDove

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In Exile wrote...

Sylvius the Mad wrote...
A lot of people do.

But think about it.  If questions can convey information, then they can convey false information.  That means you should be able to lie to me using only a question.

I invite you to try.


How did your pregnancy feel?

I just conveyed false information using a question: that you were ever pregnant and that you could be pregnant.


haha first thing I see when I get up is you two at it. Image IPB

Bio really should give you a forum all your own.

#781
AkiKishi

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Myshovoore wrote...
It was mostly fine in ME, which was more action-adventure-shooter with RPG elements, but I was hoping that DA2 would be closer to classic-style RPGs - like DA:O was.


That would have been my preference too. But it seems like somethinig that you can't do with a voiced protagonist.


Hawkes not mine so I'm not responsible if he's a tool. That seems to work with Shepard...

#782
In Exile

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tmp7704 wrote...
Using just this example, the tone of paraphrase can be viewed considerably more malicious. As such, if that's all you're provided with the player may hesitate to pick it, if they don't think their character would say something like that to the target. At the same time, someone who selects this paraphrase and based on it expects similarly cold full version, may feel it's weird the character delivers speech that in some circumstances could be seen almost compassionate.


This is the same problem that silent VO has without tone indicators. I might want to pick ''Good idea, Alistair.'' but I can't know if the option is going to be ''Good idea, Alistair. :happy:'' or ''Good idea, Alistair.<_<''

Here is my prototypical DA:O example:

  • It’s not “human” society. You’re in Ferelden. (Humans only)
  • I have no idea. I'm not human. (Elf and Dwarf)
  • Touching? Like a handshake?
  • Were you upset by all the bad touching?
  • Yet here you are. Image IPB (-1) (end)
  • You can go back, if you like. Image IPB (-4) (end)
  • I guess the joke’s on you, then. (end)
  • Well, I’m glad it worked out this way, at least. Image IPB (+1) (end)
Morrigain says something like ''What's up with all the touching?'' I took the bold option to be sarcasm, i.e. ''Oh gods, noe! Morrigust be subject to touching! The pain! The horror!'' But Morrigain is essentially like, ''That kind of touching I can totally understand ;):kissing:''.

Absolutely no connection with the intent of what I thought the line was, and no way to know how it was delivered.

Contrast that with the line that Hawke gives to Wesley if you pick the ''snarky'' option: he says a line that could be played straight sarcastically. And it's taken sarcastically. The scene makes sense.

If you had no tone indicator but the full text, it wouldn't be clear at all that Hawke would be sarcastic. In fact, there's no way to know, because like my ''Good idea'' example, sarcasm is nearly 100% delivery.

It's not that people aren't thinking about choices and consequences when something is paraphrased -- it's that the paraphrase may cause them think the choice they're offered (when it comes to what they're about to say) is different from what it actually is. Or at least it can make them hesitate and second-guess what the full version of the sentence is going to be, and if it really fits their character in given situation. And that in turn leads to what was mentioned earlier -- giving up on the paraphrases altogether and selecting actions based just on the intent icons... but that kind of makes the paraphrases pointless/obsolete.


This isn't at all different from full text. If full text had tone indicators, that would be another thing. But it doesn't, and there are people who are as adamantly opposed to tone indicators (because it forces them to say the line a particular way in their head) as they are to VO.

While I do appreciate the problem that the paraphrase is for you, appreciate that the full-text is not a universal solution.

#783
In Exile

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Progressive_Stupidity1 wrote...
Well, the paraphrasing is ****. Despite the icons Hawke would still say things I didn't want or expect him to say. Not to mention he leered at Isabela when she suggested they have sex later and got all manly and in Wesleys face during that Templar/apostate encounter, with no choice from me whatsoever.


Puppet Warden does that too. Looking concerned when Wynne collapses, or using the murder knife.

#784
Merced652

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KiddDaBeauty wrote...

I love the dialogue wheel. Console users can pick choices without tapping DownDownDownDown and PC users can pick with a mouse or number keys as usual. No longer will I insult people when I tried to be funny (or, perhaps even worse, the other way around) due to me and the writers apparently not imagining the line in the same way.

Not only that, I get to enjoy what my protagonist says as if I'm watching a film. I get to pick what she should or shouldn't talk about and what tone I want, but I don't actually feel familiar with the line until I hear it.

In a way it's similar to how a lot of rpg groups tend to sometimes (or for some, always) have their in-character dialogue not said literally, but rather "I politely ask the guard for directions." Only now, we get to watch and hear our character speak it out for us instead of the game master immediately replying "The man gives you a bored look as he explains how X is on the other side of town opposite to the local tavern."

EDIT: Yeah I kinda went into paraphrasing as well here. If you don't want my opinion on paraphrasing, simply stop reading after the two first sentences. It's not any more advanced an issue than that.


how... apt.

#785
Myshovoore

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In Exile wrote...

[...]

Contrast that with the line that Hawke gives to Wesley if you pick the ''snarky'' option: he says a line that could be played straight sarcastically. And it's taken sarcastically. The scene makes sense.

If you had no tone indicator but the full text, it wouldn't be clear at all that Hawke would be sarcastic. In fact, there's no way to know, because like my ''Good idea'' example, sarcasm is nearly 100% delivery.

[...]

This isn't at all different from full text. If full text had tone indicators, that would be another thing. But it doesn't, and there are people who are as adamantly opposed to tone indicators (because it forces them to say the line a particular way in their head) as they are to VO.

While I do appreciate the problem that the paraphrase is for you, appreciate that the full-text is not a universal solution.


While I understand people opposed to VO (as then they can't imagine a voice they consider more suited to their character), I don't really get people opposed to tone indicators. Sure, without indicators they can say lines however they want, but if they choose an option while imagining it said in a snarky way, and the response is programmed as though the line was aggressive (or consoling, or pitying, or whatever), the freedom doesn't in any way help immersion.

However, this is something many players are used to - and therefore it's not as noticeable for them as the fact that their character is now saying things they definitely didn't intend to choose.

I consider the icons in DA2 - or hypothetical tone indicators - to be a positive addition, as they help the player's experience remain consistent. But the removal of full text is a much bigger negative for me, because it decreases player's control of their character.

Modifié par Myshovoore, 25 février 2011 - 04:35 .


#786
tmp7704

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In Exile wrote...

This is the same problem that silent VO has without tone indicators.

It's quite different, i think -- without the tone indicator about the only confusion you can have when it comes to the full sentences is whether they're meant to be 'straight' or a case of irony (since irony requires meaning the opposite of what you actually say, something the text itself by definition cannot convey)  That said, there's ways to indicate irony in text.

e.g. You're so "smart" Alistair. makes it rather obvious this line isn't intended to be actual praise.

On the other hand the paraphrase can roughly match the full line, but shift the tone by some margin making it appear softer or more harsh than the full line; not really complete opposite. Though of course, without the intent icon the paraphrase/full text system on top of that inherits the irony problem of the full text approach.
 

While I do appreciate the problem that the paraphrase is for you, appreciate that the full-text is not a universal solution.

I don't consider the full text without the intent indicator to be universal solution (mainly due to the mentioned irony problem). I'm just noting that the paraphrase brings its own set of problems, which in the end makes the system for me personally more difficult to use.

Modifié par tmp7704, 25 février 2011 - 04:53 .


#787
AlanC9

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tmp7704 wrote...

gingerbill wrote...

not true , one thing you forget is that now the main character is voice acted you cannot have the full sentence on the screen because that doesnt work . Reading a sentence and then seeing someone say it again doesnt work .


The Witcher used that system (full sentences, then acted out). Didn't bother me in the slightest. So no "that doesn't work" isn't universally true. It may not work for some people but don't treat it as gospel.


Not universally true, no. But according to Mike Laidlaw, Bio tested both paraphrases and full-text for the interface (I don't know if he meant they were testing ME1 or DA2). Paraphrases tested better.

#788
JohnstonMR

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Zachriel wrote...

Why do I play the game? Good question. For me, the most important and enjoyable aspect of the game is the story. If a game has a compelling enough story, I will ignore any number of poorly implemented gameplay elements just to see it through to it's conclusion. Whether I get to create my character from the ground up or play as a pregenerated character doesn't really matter to me as long as the quality of the storytelling is good enough. In fact, one of the most complex and eloquently told stories I've ever seen was in the Legacy of Kain series, and you had no choice whatsoever about your characters there. Not even the limited dialogue options we get in Bioware's RPG's.

Is it more immersive to play a character of my own creation? Sure. But in any CRPG, you will be limited. You didn't get to write any of the backgrounds you choose from in DA:O, for example. You could only take the prewritten backgrounds and play them as you saw fit. Even then, there were limits. I wanted my Dalish elf to be a human hater who had nothing but scorn for the city elves. Kind of hard to do when half your party is human, and you aren't really given very many derisive dialogue options when you meet the city elves. So I made the best of it, and instead played him as a fierce warrior who saw the Blight and the darkspawn as the ultimate test of his abilities and a chance to prove his superiority to his human comrades.

That's why I'm not too upset about the wheel and pregenerated Hawke. He may not experience the kind of emotional or psychological growh that I would have imagined, but I can still make a snarky, irreverant SOB and I still get to play out what will surely be another excellently written Bioware story.

Secondary to the story is what I can only describe as the fun factor. How much fun do I have when I play the game? This can be determined by any number of things. The level of difficulty, the gameplay mechanics, the UI, etc. I've even been known to play games with horrible stories or no story at all if they were fun enough. You know, like FPS games or pure hack 'n' slashers like the God of War series.


I agree with all of this.  Especially the reference to Legacy of Kain.   I play Bioware games because Bioware games have good stories I enjoy playing over and over again.  I will continue to play their games until this is no longer true. 

#789
tmp7704

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AlanC9 wrote...

Not universally true, no. But according to Mike Laidlaw, Bio tested both paraphrases and full-text for the interface (I don't know if he meant they were testing ME1 or DA2). Paraphrases tested better.

Yeah, i know. But i'd be reluctant to draw any sweeping conclusions from that without knowing what groups were tested and what were actual results.

#790
Sylvius the Mad

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In Exile wrote...

How did your pregnancy feel?

It didn't.  Things that don't exist can't exhibit characteristics.

Questions refer. Since they refer, they could refer to things that aren't true. They don't need to assert .

Referring to a false claim is different from making a false claim.  Your question isn't making a claim about me at all.

#791
AlanC9

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tmp7704 wrote...

AlanC9 wrote...

Not universally true, no. But according to Mike Laidlaw, Bio tested both paraphrases and full-text for the interface (I don't know if he meant they were testing ME1 or DA2). Paraphrases tested better.

Yeah, i know. But i'd be reluctant to draw any sweeping conclusions from that without knowing what groups were tested and what were actual results.


Sure. But the guys who actually have access to that data did decide to go with paraphrases.

#792
Sylvius the Mad

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Vicious wrote...

Does this really matter? The silent protagonist lost.

He's currently sidelined.  I see no reason why he can't come back.

Merced652 wrote...

We all know they won't make another rpg without a VO'd protag.

I certainly don't know that.

JrayM16 wrote...

You asked if one could lie with a question.  Assuming the man was NOT beating his wife, the question would be a lie.

But that's not true.  The question even still makes sense for a man who isn't beating his wife.  He hasn't stopped.

That people will misinterpret the response doesn't tell us anything about whether the question actually makes false claims.

Lies are necessarily assertions.

gingerbill wrote...

not true , one thing you forget is that now the main character is voice acted you cannot have the full sentence on the screen because that doesnt work . Reading a sentence and then seeing someone say it again doesnt work . It's nothing to do with console's , it just a system that works better with voice acting .

I disagree.  I think that would work considerably better than what's being done now.

BioWare isn't doing that, though, because they think it will encourage people to skip the voiced line if they already know what it says.  And maybe they do.  I just don't see how that's a problem - I routinely skip the voiced NPC lines in both games because I've already read the subtitles.

You wouldnt want ot watch a film and read what they were going to say before they said it .

That's not even vaguely analogous.  In a film you didn't choose the line.  If you were writing the screenplay, would you not want the characters to say what you want them to say, rather than having the actors ad-lib everything?

Elvoria wrote...

The game is fully voiced now so rather than lines of text on the screen it's spoken, you still have 3 choices and a fourth to investigate further.

But because of the obfuscatory paraphrase system, we don't know what those options are.  So we're not really choosing among them.

So many complain about them speeding things up to release a game yet they go the extra mile to voice over the player character and you still complain.

The voice is a bad idea.  It was a waste of effort, and it damages the game.

BobSmith101 wrote...

Heres one of my "faves" from the middle path.

Bro dies- up comes option "He won't be alone" Click this thinking that it will probably result in "By the time I'm done he'll have a Legion of DarkSpawn for company. Image IPB

Instead I get to kick mom in the teeth by reminding her that my father is dead too....The line is something like "Well at least Father will have company" Image IPB

That was exactly what I expected, as well.

And worse, I didn't know Hawke's father was dead, so there's no way I would have had Hawke claim his father was dead.  What if he'd been wrong?  He'd look like a total idiot.

In Exile wrote...

There are reasons to be critical of the paraphrase, but ''not intelligent enough'' is a failing on your part.

Poorly implemented would be better (though DA2 does look much better than either ME game in this regard - I wonder how close DA2 has come to the ceiling).

How would you reconcile the confusion described by BobSmith above?  He and I expected the same thing from the paraphrase option, and we were both very wrong.

In Exile wrote...

This is the same problem that silent VO has without tone indicators. I might want to pick ''Good idea, Alistair.'' but I can't know if the option is going to be ''Good idea, Alistair. :happy:'' or ''Good idea, Alistair.<_<''

Here is my prototypical DA:O example:

  • It’s not “human” society. You’re in Ferelden. (Humans only)

  • I have no idea. I'm not human. (Elf and Dwarf)

  • Touching? Like a handshake?

  • Were you upset by all the bad touching?
  • Yet here you are. Image IPB (-1) (end)
  • You can go back, if you like. Image IPB (-4) (end)
  • I guess the joke’s on you, then. (end)
  • Well, I’m glad it worked out this way, at least. Image IPB (+1) (end)
Morrigain says something like ''What's up with all the touching?'' I took the bold option to be sarcasm, i.e. ''Oh gods, noe! Morrigust be subject to touching! The pain! The horror!'' But Morrigain is essentially like, ''That kind of touching I can totally understand ;):kissing:''.

Absolutely no connection with the intent of what I thought the line was, and no way to know how it was delivered.

I'm the guy who loves full text options with no tone indicators, and even I thought that one was poorly done.  I didn't know what it meant, and even after I saw the response I still didn't know what it meant.

Either system can be badly implemented.  The question, I think, is whether the paraphrase system can be well implemented.  We haven't seen it yet (though again, DA2 is the best I've yet seen).

#793
tmp7704

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AlanC9 wrote...

Sure. But the guys who actually have access to that data did decide to go with paraphrases.

Aye; they also decided to go with every other single change made to DA2. Image IPB

#794
The-Sapient

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Sylvius the Mad wrote...
But that's not true.  The question even still makes sense for a man who isn't beating his wife.  He hasn't stopped.


Why are you defending wife beating?

#795
Pauravi

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nomzy wrote...

I don't mind the wheel, it's the paraphrasing I hate.
I'd rather just read what the character is going to say, than guess then find out I it was something different. I don't mind the VO though.


The Bioware guys explained before that they've actually done playtesting with the voice actors repeating the lines, and found that many people just ended up skipping the VO because they were just repeating something that they had already read.  The thing is, Bioware WANTS you to hear the VO.  They feel that it adds dramatic value and a more involving, cinematic quality to the game, and I agree with them.  But I also know that it would be less entertaining if I knew exactly what was going to be said before it was actually said, so I am totally okay with the paraphrasing and "moodlets".

#796
Xewaka

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Pauravi wrote...
The Bioware guys explained before that they've actually done playtesting with the voice actors repeating the lines, and found that many people just ended up skipping the VO because they were just repeating something that they had already read.  The thing is, Bioware WANTS you to hear the VO.  They feel that it adds dramatic value and a more involving, cinematic quality to the game, and I agree with them.  But I also know that it would be less entertaining if I knew exactly what was going to be said before it was actually said, so I am totally okay with the paraphrasing and "moodlets".

Then Bioware is wrong on both the italiced parts.
As a matter of fact, I can't play my character if I can't now what he'll say. Having to reload every conversation because the paraphrase again misled me is not a enjoyable experience. And I'm hardly the only one in that field.
I don't want a cinematic experience. If I wanted it, I'd watch a movie. I want a game experience. That means allowing me to control my character. And that means knowing what my character will say, when you give me the option to choose. Otherwise I might as well roll a dice to pick dialogue.

Modifié par Xewaka, 25 février 2011 - 09:18 .


#797
Sylvius the Mad

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The-Sapient wrote...

Why are you defending wife beating?

Asking for an explanation for something that isn't happening seems like an odd thing to do.

Pauravi wrote...

The thing is, Bioware WANTS you to hear the VO. 

I don't understand why they care what individual gamers do.  To quote Mike Laidlaw, "Go ahead!  It's your game, after all!"

#798
Merced652

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Sylvius the Mad wrote...

The-Sapient wrote...

Why are you defending wife beating?

Asking for an explanation for something that isn't happening seems like an odd thing to do.

Pauravi wrote...

The thing is, Bioware WANTS you to hear the VO. 

I don't understand why they care what individual gamers do.  To quote Mike Laidlaw, "Go ahead!  It's your game, after all!"


Come on sylvius even i remember the backlash from the first time you made use of that laidlaw quote.

#799
The-Sapient

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Sylvius the Mad wrote...
Asking for an explanation for something that isn't happening seems like an odd thing to do.


You didn't answer my question.  Why are you defending wife beating?

#800
Sylvius the Mad

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The-Sapient wrote...

Sylvius the Mad wrote...

Asking for an explanation for something that isn't happening seems like an odd thing to do.

You didn't answer my question.  Why are you defending wife beating?

Your question has no answer.  Things that don't exist can't axhibit characteristics.