The Gentle Ben wrote...
I'm not particularly advocating a return to the Origins List, why not a resizable box (you can even keep the intent icon in place), I don't really care, just something with a greater degree of flexibility might be less constraining both functionally and to the writers' approach.
I'm not sure what you mean by flexibility. With regard to the writers approach, I think the point is that it isn't the wheel that constraints them, but rather the 3 option wheel works well for their purpose because of other constraints.
'm fairly certain you're correct, which is why my objection was more conceptual/theoretical than immediate/practical in its outlook. My main concern is that the developers not become locked in to the interface (with its limitations) per say, and evaluate the feasability of increased responses on a project by project basis.
That becomes a financial decision, no? And I don't mean something so simple as "VO" is expensive, but rather expansive dialogue as a whole is expensive The more options and kinds of expression you give the player, the more overall zots you are investing per conversaton. At some point there will be diminishing returns.
Take your 4th aggressive option example - they could have added a 4th option... but that option would have meant unique reactions from your NPCs (plausibly) and that is a non-zero cost. Multiple that per conversation tree, and maybe even have some options offer new paths (if they would so logically entail them)... and suddenly your cost of production rises significantly.
I don't think we should ever lose sight of the fact that a game, in the end, has to sacrifice vision for feasibility.
Nilbog79 wrote...
I believe investigative options, no matter
how many there are, have to be neutral and do not move a conversation
forward. They are just an optional request for further information.
Absolutely; but most DA:O options were like this.
The Gentle Ben wrote...
I must admit I fail to see the problem
as you describe it. Write options as they come logically, assign them
on the scale where they fall. Does it matter fundamentally, say, if you
have two aggressive responses (with different areas of focus) and 1
diplomatic, as opposed to the need to fill the charming/humorous spoke.
I'm talking about how Bioware has handled their dialogue system. Right now, they have three options: aggressive, charming and diplomatic. You mentioned before that you prefered something that was more continous and had more than these three "core" personalities. That means that, on the implementation side, there has to be a more complicated sort of tracking taking place.
You also mentioned hybrid personalities - that would also involve more complicated tracking. How would these personalities hybridize? Would there be unique content for a hybrid personality? What would a hybrid personality be?
In general, I assumed you were talking at the implementation level in general, i.e. we are talking about ways to design a game versus minor changes we could make to the existing DA2 system.
The problem with "just one more" is that you could very well never stop. Which is to say, you could have a sarcastic demeaning reply "Well, at least we have one less mouth to feed?" or an emotional outburst "By the marker, no! Bethany/Carver (crying)!"
I'll
even use this opportunity to combine my two points. We'll use the scene
following Carver's death as an example. Even though it's been examined
exhaustively by this point, it seems a worthy illustration. Your mother
is crying over his body, our existing choices are:
1. He risked
himself to save us. (Diplomatic)
2. He's with father now (Charming)
3.
We're wasting time (Aggressive)
Why not add option 4. Vengeance:
"These souless bastards will pay" (Aggressive) It was the option, I
myself and (apparently) others were looking for. If the reason for its
ommission were either 1.) we've filled the three spokes, or 2.) we
already have an aggressive option, then I view that as a mark against
the dialogue interface as implemented.
Why should this be a 4th option? Why not "He was an idiot, he should have grabbed mother and run!" or the aforementioned crying option? There may well have been people who wanted to say those lines instead of the 3 options they had.
As I said: I think it comes down to cost and the problem of where enough is enough. There might also be complaints from players if Hawke is ignored.
Take your exmaple: "These souless bastards will pay." Well, now you're not a mind to run away from the darkspawn, are you? So there may need to be unique content telling you that's suicidal. That costs zots. That's the problem.
Modifié par In Exile, 27 février 2011 - 10:24 .





Retour en haut





