Before you start reading, this is not intended as a flame-war thread. I am a Dragon Age fanboy and I am looking forward to DA2 release date.
The only big issue I've had whilst playing the demo is the conversations, and not the voice acting.
You get different options of what you want to say, like usual, problem is however: The character says something completely different than what the line said. - It has the same meaning, to some degree. But it is a bit down-putting when I choose to say one thing, and the character actually says another.
This will in no way make me ragequit from DA2, just something I hope won't be there in every conversation.
Sorry if this issue has been brought up before, just way too many posts and replies to read all of it.
Best regards,
Smaaen
Conversation options - Hope this will be improved.
Débuté par
Smaaen90
, févr. 26 2011 11:40
#1
Posté 26 février 2011 - 11:40
#2
Posté 26 février 2011 - 12:29
I agree with this and i also found this same thing in ME but you must also think it will be quite hard to get across a paragraph of speech in a few words and be able to let the player know what they are choosing
#3
Posté 26 février 2011 - 12:34
Aye, of course. I merely meant for drastic things like "Castillion will not find out." turns into being "Your threats ends here!"
It relays the same message, but it's a bit weird, could've said "No more threats." rather than what it actually says atm.
Also know that going through every single different conversation and 'fixing' this is the same as wishing for rainbows to sprout from trees. Not expecting that. Just curious if it'll be like that through-out the game or not. And if it might be looked at prior to launch (still some time left ^^).
It relays the same message, but it's a bit weird, could've said "No more threats." rather than what it actually says atm.
Also know that going through every single different conversation and 'fixing' this is the same as wishing for rainbows to sprout from trees. Not expecting that. Just curious if it'll be like that through-out the game or not. And if it might be looked at prior to launch (still some time left ^^).
Modifié par Smaaen90, 26 février 2011 - 12:35 .
#4
Posté 26 février 2011 - 12:36
While I don't mind the system overall, I do find it kind of sad when the text I clicked on was a much better line than what was actually said. This is especially true while talking to Hayder.
#5
Posté 26 février 2011 - 02:10
I understand what you mean OP and I had a 'huh?' moment during my first playthrough. From what it seemed to me was that the options were written from our point of view rather then what the character will say.
For example, Family are bickering about how they should have ran sooner. Someone at the screen might want to say ' why are you fighting at a time like this?!'.
So the choice is stated from this point of view.
The Castillion will never know changed to Your threats end here was quite harsher then the line sounded, I agree to that.
I think I might look further into the symbols next to the words. I assume these are the state of teh answer, aggressive, goodie, etc.
For example, Family are bickering about how they should have ran sooner. Someone at the screen might want to say ' why are you fighting at a time like this?!'.
So the choice is stated from this point of view.
The Castillion will never know changed to Your threats end here was quite harsher then the line sounded, I agree to that.
I think I might look further into the symbols next to the words. I assume these are the state of teh answer, aggressive, goodie, etc.
#6
Posté 26 février 2011 - 02:38
The choice(s) being stated from a different point of view would lessen the experience for me personally (can't speak for others), as I like to try and live myself into the game, help make it more 'real' in the process. So, if I have to, at every conversation that I encounter, read every choice carefully just because what I choose from the options will differ completely from what my character says - That will ultimately lessen my experience, if only a little.
On the other hand, I felt it was split up into different 'groups', as in "Firm/Direct", "Gentle/Caring" and "Thoughtful/Comical" replies, the written choices giving us a general idea of what the character will say. Making it more into a 'movie' where you can 'direct' your character and choose between said groups.
It's all just theories at the moment though, thus the reason for this post -
Is it intended for it to be more like a movie, from a different point of view, or just some oddities between what you choose and what is actually said?
On the other hand, I felt it was split up into different 'groups', as in "Firm/Direct", "Gentle/Caring" and "Thoughtful/Comical" replies, the written choices giving us a general idea of what the character will say. Making it more into a 'movie' where you can 'direct' your character and choose between said groups.
It's all just theories at the moment though, thus the reason for this post -
Is it intended for it to be more like a movie, from a different point of view, or just some oddities between what you choose and what is actually said?
Modifié par Smaaen90, 26 février 2011 - 02:44 .
#7
Posté 26 février 2011 - 04:12
I agree. I want to choose the option that my character would choose as I see her to be.
I dont see the reason for them to be different as they are without reason. I think they seem to be 3 types of responses. Bottom always seems aggresive, middle witty, top is the good. Alignments i guess you could say. Though not necessarily good and evil.
I dont see the reason for them to be different as they are without reason. I think they seem to be 3 types of responses. Bottom always seems aggresive, middle witty, top is the good. Alignments i guess you could say. Though not necessarily good and evil.
#8
Posté 26 février 2011 - 04:35
I thought that as well, but like when the mother is mourning, the middle "witty" one is thoughtful, and a tint of reason to it.
Which makes it all a bit, confusing, to say the least. Hope a dev could shed some light
Which makes it all a bit, confusing, to say the least. Hope a dev could shed some light
#9
Posté 26 février 2011 - 04:41
The "Castillon will not find out" option had the fist symbol, therefore it is meant to be aggressive.
#10
Posté 26 février 2011 - 04:50
To be all honest... If you cannot tell the difference between dialogue options (emotional responses), there is a serious problem with either (1) how the line was written or (2) your ability to understand human emotions. Most of the lines in the demo were extremely simplistic. Almost zero sophistication is needed to understand them, and I think that steals away the intellectual aspect behind rpgs. BioWare should have just made the actual character dialogue as a choice; thus, the player doesn't feel disconnected from the whole role-playing experience. Once you feel like you are out of character, you are no longer playing a role-playing game. You must stay in character at all times; thus, the dialogue options should be exactly what comes out of your character's mouth.
Modifié par Deadmac, 26 février 2011 - 04:55 .
#11
Posté 26 février 2011 - 04:51
Oops double post. Sorry.
Modifié par Deadmac, 26 février 2011 - 04:52 .
#12
Posté 26 février 2011 - 04:52
Having symbols I don't mind. But as said above, just sounds weird when you choose "Castillion will not find out." turns into "Your threats end here!"
I am just curious as to why it's like this. Would be nice with a little in-depth explanation.
I am just curious as to why it's like this. Would be nice with a little in-depth explanation.
#13
Posté 26 février 2011 - 04:56
its a combination of the written and said. it would be redundant to voice the written but it is considered "said". the spoken is a follow-up.
so the FULL line as far as the npcs are concerned was "Castillion will not find out, your threats end here!"
so the FULL line as far as the npcs are concerned was "Castillion will not find out, your threats end here!"
#14
Posté 26 février 2011 - 04:56
Truthfully, I think the symbols and simple dialogue choices are an insult to everyone's intellegance.Smaaen90 wrote...
Having symbols I don't mind. But as said above, just sounds weird when you choose "Castillion will not find out." turns into "Your threats end here!"
I would also like an explination myself.Smaaen90 wrote...
I am just curious as to why it's like this. Would be nice with a little in-depth explanation.
#15
Posté 26 février 2011 - 04:59
As one of our forumites have pointed out:
http://social.biowar...306/267#6234508
Really? "I want to be a dragon!" is a dialogue option?
http://social.biowar...306/267#6234508
Really? "I want to be a dragon!" is a dialogue option?
Modifié par Deadmac, 26 février 2011 - 05:01 .
#16
Posté 26 février 2011 - 07:33
Aye, "I want to be a dragon!" one was kinda, euhm, weird.
And the symbols was a bit over-kill. Rather have it as it was in Origins. Only Persuasion and Intimidation to be shown.
And the symbols was a bit over-kill. Rather have it as it was in Origins. Only Persuasion and Intimidation to be shown.
Modifié par Smaaen90, 26 février 2011 - 07:33 .





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