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Icon and Personality Quick Guide - No Spoilers


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#76
falconlord5

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Marionetten wrote...

Koiruoho wrote...

Wasn't this thing implicitly implemented to sidestep the delivery issue? I mean, switching between paragon and renegade was a bit jarring in the ME series even if you didn't do so continuously (in my opinion) so if this means I can deliver the occasional 'aggressive' line with a generally easygoing character and vice versa, without a radical shift in delivery? By my understanding this was going to affect dialogue delivery and not only chatter?

I actually thought Meer did a brilliant job at staying consistent in his delivery. I would often switch between paragon and renegade in Mass Effect 2. While a lot of people criticized him for this and preferred Hale I enjoyed his performance a whole lot more.


That explains so much...Posted Image

#77
duckphone07

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I could really enjoy this system, or it could be something I don't like. It all depends on how it is handled. If I play a mostly aggressive character and therefore get an aggressive personality, I don't mind the fact that there will be a different tone for my filler. That is as long as this different tone doesn't go against my role playing. If I have an aggressive personality, but I want to be nice to Varric, I don't want my filler talk of "Hi Varric" to be "Hey you ugly dwarf!" just because my personality was aggressive to other NPC's. I would rather filler tone when talking to your companions was more related to friendship and rivalry rather than dominant personality. In Origins, I had a character who was really mean and crude to everyone, except his love Morrigan. I don't want my filler talk with companions I want to be nice and calm to, become aggressive because I was aggressive to 90% of the people in Kirkwall.

However, this could be implemented really well and I could really enjoy it. If it is implemented superbly, then this game will probably have my most favorite conversation system ever. I will have to play the game to see.

#78
Koiruoho

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Marionetten wrote...

Koiruoho wrote...

Wasn't this thing implicitly implemented to sidestep the delivery issue? I mean, switching between paragon and renegade was a bit jarring in the ME series even if you didn't do so continuously (in my opinion) so if this means I can deliver the occasional 'aggressive' line with a generally easygoing character and vice versa, without a radical shift in delivery? By my understanding this was going to affect dialogue delivery and not only chatter?

I actually thought Meer did a brilliant job at staying consistent in his delivery. I would often switch between paragon and renegade in Mass Effect 2. While a lot of people criticized him for this and preferred Hale I enjoyed his performance a whole lot more.


Yeah, I don't mean I was constantly hanging my head in shame or anything and I thoroughly enjoyed the voiced protagonist of the ME series and do prefer that over the mute Warden. Just that sometimes I'd choose some option that seemed like a bit of a 'no nonsense' option but instead Shepard sounded like he/she was 2 steps away from ripping Joker's head off. Although I sort of remember this particular episode happened with a femshep.

Modifié par Koiruoho, 03 mars 2011 - 08:15 .


#79
cihimi

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makenzieshepard wrote...

I think I'll be mostly using the first 4 icons good natured and charming but with a sense of humor. Just like me! >.>


The road to hell is lined with good natured and charming icons with a sense of humor, like Lady Helmi. Posted Image

#80
Schwadragon

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Maderas_ wrote...

If the demo was any indication, it won't be possible to play an aggressive good guy or vice versa. The bottom-of-the-dialogue-wheel options mostly made Hawke act like a callous **** in exactly the same way as it did Shepard in Mass Effect.


I disagree. The aggressive options didn't seem particularly callous most of the time, and in the case of Wesley actually seemed like the good option, as others have pointed out. I will admit that you problem can't be a good character and be aggressive every single time, but I also don't think you can be a good character and be diplomatic every signle time.

#81
darkrose

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Well, at least now I know what the purple diamond means, although I still don't quite understand why "charming" should be an option when you're talking to your mother about your dead sibling. Unfortunately, it doesn't address my concern: that the actual response spoken was not at all what I expected from the selection I chose. "He's not alone" != "Well, at least Father will have company" to me. The former sounds like you're trying to be comforting. The latter sounds like you're trying to be a jerk.

#82
Maria Caliban

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Not sure why there are icons for aggressive and also-aggressive.

I'm not surprised that people struggle with the idea of personality and morality as separate axis. They've been the same thing in BioWare games for over a decade.

Nice <=> Good, Mean <=> Evil.

I've gone over my suggested solution to that previously (And I still say Open Palm should support slavery; it is a externally imposed hierarchy that benefits society over the individual and is endorsed by the semi-divine Emperor) but this might be just as good.

#83
MarchWaltz

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By "act" do they mean in game acts like in ACT 1, ACT 2, or does act mean a conversation option?

#84
KhorinShizucor

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@Marionetten - I think I see your point about this feature being an alignment. In some or most RPG games we have moral alignment - lawful good, chaotic evil, neutral, paragon and so on. In DAII, we now have a personality alignment. Both types of alignment have an effect on the game in some way. If you're a certain class or race you couldn't play a certain moral alignment. Personality wise, you tone of voice reflects your usual dialog choices. Personally, I think the personality tracking is just icing on the cake and not really necessary.

#85
falconlord5

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MarchWaltz wrote...

By "act" do they mean in game acts like in ACT 1, ACT 2, or does act mean a conversation option?


Game acts.

#86
Guest_Puddi III_*

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Koiruoho wrote...

Wasn't this thing implicitly implemented to sidestep the delivery issue? I mean, switching between paragon and renegade was a bit jarring in the ME series even if you didn't do so continuously (in my opinion) so if this means I can deliver the occasional 'aggressive' line with a generally easygoing character and vice versa, without a radical shift in delivery? By my understanding this was going to affect dialogue delivery and not only chatter?


The dominant tone affects your character's delivery of action choices, which are toneless by themselves. I don't think they affect your character's delivery of choices which already have a tone associated with them.

#87
Koiruoho

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Oh, alright. It did seem like a rather unrealistic task to record all 3 dialogue options with 3 different deliveries. Still, I'm pretty optimistic about this.

Modifié par Koiruoho, 03 mars 2011 - 08:22 .


#88
Maugrim

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EDIT: Wrong thread.

Modifié par makenzieshepard, 03 mars 2011 - 08:39 .


#89
Maria Caliban

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Koiruoho wrote...

Oh, alright. It did seem like a rather unrealistic task to record all 3 dialogue options with 3 different deliveries. Still, I'm pretty optimistic about this.

According to John Epler, the lines are never the same for the three dialogue choices. They don't say the same thing in three different tones but three different lines.

#90
Ragadurn

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Maria Caliban wrote...

According to John Epler, the lines are never the same for the three dialogue choices. They don't say the same thing in three different tones but three different lines.


That's interesting and frightening at the same time.

Whether I like this or not is totally depending on whether it feels natural or whether it gives the impression of taking away personal roleplaying freedoms.

But one thing is for sure: the guys at the DragonAgeWiki will have a lot of work listing all the dialogue choices and their effect on companions...

#91
Koiruoho

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I'm not sure how to interpret this. Do you mean that the overarching personality will affect the game so that if I'm mostly aggressive, the friendly dialogue will also change to reflect this, even though my intent to be friendly still comes across? Or did you misunderstand my earlier post, because I wasn't thinking that the three core dialogue choices would ever be the same line with different tones, but rather that there would be 3 ways to be friendly, 3 ways to sarcastic, etc. in accordance with the established personality.

#92
Rimfrost

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Maria Caliban wrote...

Koiruoho wrote...

Oh, alright. It did seem like a rather unrealistic task to record all 3 dialogue options with 3 different deliveries. Still, I'm pretty optimistic about this.

According to John Epler, the lines are never the same for the three dialogue choices. They don't say the same thing in three different tones but three different lines.


Very interesting. Didn't realize that!

#93
Sylvius the Mad

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I don't like the association of directness and aggression. I, for example, am often direct - blunt, even - but I'm almost never aggressive.

Frankly, I'd rather play a passive-aggressive character than a simple aggressive one.

#94
Sylvius the Mad

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Maria Caliban wrote...

I'm not surprised that people struggle with the idea of personality and morality as separate axis. They've been the same thing in BioWare games for over a decade. 

Yes, but that association has been stupid the entire time, so I'm glad they've finally abandoned it.

That's something I think DA2 is doing very well.

#95
Neebe

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Thanks for posting!

#96
elferin91

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what i posted in another thread:

hmmmm does that mean that i should go with only 1 line?

'cuz i pictured my hawke as a helpful, good-natured joker/charmer

#97
Lirea Dragonage

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I'm a little worried about how the personality system will work. I mean I generally play pleasant strive-to-be-good characters but when I meet, say, a slave trader I want to be able to be extremely rude/aggressive to him without my usual diplomatic nature suddenly coming through without my consent. Otherwise I'm quite excited about it even though the only way to not sound like a massive jerk in the demo was to pick the "blue" icons. Hopefully not all the humorous options are so damn callous :/
Basically there's a time and a place for certain tones I guess. Hopefully swapping occasionally between them won't make for a totally bipolar Hawke.

#98
Invalidcode

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Perfect...

3 personality for each gender

S&B warrior
2h warrior
Male & Female DW rogue
Archer rogue
Mage

Good, 6 runs no overlapping!

#99
SmokeyNinjas

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Cheers for this

#100
Guest_AyraWinla_*

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If I understand this right...

A Diplomatic character picking an aggressive option might say: "Please leave now."
and an Aggressive character picking the same aggressive option might say: "Leave or I rip your head off!!"

Correct?