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DA3 conversation wheel or dialogue tree


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71 réponses à ce sujet

#26
StarcloudSWG

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Look, there IS no functional difference between a conversation wheel and a conversation tree. Take all the entries from the conversation wheel and put them in a box, like in DA:O. Take all the dialog from DA:O and put them on a wheel.

Functionally, they're *identical*. I never understood why people are objecting to what amounts to a layout change.

#27
FaeQueenCory

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Brockololly wrote...

I have no dislike for the wheel necessarily, I'd just prefer full text, ideally with a silent protagonist so we can have a wider array of choices and fewer resources wasted on the player VO. I have little interest in hearing the PC say the same thing I just selected, I'm interested in how the NPC reacts to what I had the PC say.

I agree... except for that bit about disliking the wheel. There was too much disconnect between what the "summary" of the choice was and what was spoken.

#28
Sammyjb

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StarcloudSWG wrote...

Look, there IS no functional difference between a conversation wheel and a conversation tree. Take all the entries from the conversation wheel and put them in a box, like in DA:O. Take all the dialog from DA:O and put them on a wheel.

Functionally, they're *identical*. I never understood why people are objecting to what amounts to a layout change.


Paraphrasing vs. 100% assurance. The wheel, as someone before said, deals with tones. In fact, if you just looked at the icons, you might get a better idea of what they were going to say rather than reading the little text snippets. 

I prefer the dialogue tree. Call me old-fashioned, but I want to know what my character says. I would also like the resources spent on PC VO to be put into other aspects, perhaps longer time quality testing.

#29
Jackel159357

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I preferred the silent protagonist it allowed more immersion and better RP. The Wheel isn't bad but i dont see how it could work with a silent protagonist.

#30
MJRick

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The silent protagonist is a thing of the past, so onward with the wheel.

#31
EDarkness

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MJRick wrote...

The silent protagonist is a thing of the past, so onward with the wheel.


It is possible to have spoken dialogue with a tree as well as tone icons for each option.  The DA:O system but with voiced dialogue would be fine, I think.

#32
Big_Choppa

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Dialogue tree. As much as I like the dialogue wheel and voiced character, it's too much of a giant departure from Origins. Mass Effect should have stayed Mass Effect and Dragon Age should have stayed Dragon Age.

#33
MColes

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Then we wouldn't have nearly as much Dragon Age as we'd all like, because it wouldn't be making as much money. Wheel, but with more descriptive and accurate summarizing. And I hope they add the intention icons to Mass Effect, those are a huge step up in the Dialog wheel evolution.

The block of conversation text is outdate, and antiquated. If they added the symbols, and kept the voice acting, there is functionally no difference to the wheel. I hope they add multiple races, with different voices for each race. That would be ideal, short of choosing which voice over we want - which will never happen =(

#34
thenemesis77

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Gabey5 wrote...

wheel, hearing the witty remarks is much more fun




Well if we had HAD the chance to hear The Warden, it could have been witty but you were left with having to think it up in your mind lke when you read a book.  I like both systems and there could be a counter balance to this but I think they will just shovel foward from here on out.  LIke I would have liked to hear The Warden ask Leliana if her fruit was forbidden? That was some funny stuff and she said "No, but it's not free either or somthing like that, bohahah, ++1 for The Warden.Posted Image

#35
Kingthlayer

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I don't think it really matters how they lay out the choices, as long as the character is voiced. A non voiced character is just a step back to the 90s.

#36
Ser-Michael

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I liked the Dialogue-Tree more.

In DA2 my Hawke said things that did NOT represent what the Wheel said... Sometimes a simple "No" on the wheel became a "Maybe" when Hawke said it. It was annoying...

#37
TJPags

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DA2 is the only game I've ever played with a wheel.

I got tired very quickly of saying things that I didn't expect to say.

So, no wheel please.

#38
TheBlackBaron

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The Witcher combines them both, right? Has a paraphrase on the wheel and previews the full text on the bottom of the screen?

Why not just use that? Combined with the little symbol in the center there should no longer be any guesswork as to exactly what the characters says and how.

EDIT: The only real issue then would be how the wheel only gives you three options for responding, wheras the tree allows more nuance in the dialogue. Introducing branching to the wheel would be a good innovation. 

Modifié par TheBlackBaron, 20 mars 2011 - 07:45 .


#39
TJPags

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TheBlackBaron wrote...

The Witcher combines them both, right? Has a paraphrase on the wheel and previews the full text on the bottom of the screen?

Why not just use that? Combined with the little symbol in the center there should no longer be any guesswork as to exactly what the characters says and how.

EDIT: The only real issue then would be how the wheel only gives you three options for responding, wheras the tree allows more nuance in the dialogue. Introducing branching to the wheel would be a good innovation. 


I'd be absolutely fine with that.  I'd even be fine without the paraphrase, give me the entire line and the icon.

However, I've seen many people say that reading the whole line, then having the PC repeat it, is annoying to them.  I suppose I can see that point.

I just don't like choosing an option, and having the actual response not correspond.  Maybe they just need to do better on their choice of paraphrase.

#40
Rob Sabbaggio

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TheBlackBaron wrote...

The Witcher combines them both, right? Has a paraphrase on the wheel and previews the full text on the bottom of the screen?

Why not just use that? Combined with the little symbol in the center there should no longer be any guesswork as to exactly what the characters says and how.

EDIT: The only real issue then would be how the wheel only gives you three options for responding, wheras the tree allows more nuance in the dialogue. Introducing branching to the wheel would be a good innovation. 


When I played the Witcher, I actually found it quite boring and repetitive to read the responses, then hear Geralt read them out exactly the same.

In the end, I just skipped them.

#41
Snowbug

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TheBlackBaron wrote...
The Witcher combines them both, right? Has a paraphrase on the wheel and previews the full text on the bottom of the screen?

Why not just use that? Combined with the little symbol in the center there should no longer be any guesswork as to exactly what the characters says and how.


That sounds really ideal, IMHO. Then those who want can go by the paraphrases and icons alone, while those of us want to see the whole line in advance can do that. Even better if I can then press ESC to skip the spoken line of my character and pretend s/he is not voiced ;)

Modifié par Snowbug, 20 mars 2011 - 09:47 .


#42
Karagoe

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 I prefer the new stuff they did...  Being on console for the first game made in frustrating and down right scrolllliiiingessssnessss..  Making up words.. I just like the new conversation system (aka...mass effect..nesssesssss) over the old system...  And yes..I don't mind I'm not an elf, my character actually has personality this time around <_<

#43
youngzman

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Honestly, I'd love to have voiced dialogue tree, but resources are limited. So tree> Wheel. Nothing against the wheel, it's just that the options felt limited [yay for Voiced Protagonist though~]

#44
WidowMaker9394

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I really liked the voiced protagonist. I don't care about the wheel itself but I want my voice, the intent icons and the evolving personality.

I loved the sarcastic/charming personality. I never skip those conversations.

#45
ExiledMimic

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I could get behind the wheel if it was expanded a bit. It really did come down to icons determining things rather than the statement made, so having 3 (sometimes 4) choices of dialog was sort of meh. This only really became a problem when you got that star option everywhere and the short response was too vague to tell you how you were going to say something. Oh yeah... and if you keep the wheel get rid of the "you've picked X most, that's the only one we're going to show you" thing. Some of the best stuff in Origins was gently ribbing a friend like Jowan or Alistair about something at random even when it was out of your general nature.

#46
StarcloudSWG

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You might be surprised, but the reason why they didn't say the line as written is because *the dialog changes* depending on what Hawke's primary personality trait is.

This discussion has shown me, though, it's not the layout that's the issue, it's the fact that some people can't accept a difference between what's written and what's spoken, and that some people prefer to have dead air in the middle of conversations rather than to hear a complete audible dialog.

#47
gombie

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id like a mix of both, i want to be able to be evil or have more choices on action rather than personality choices.

#48
Chuvvy

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Don't care.

#49
expanding panic

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I like the wheel but I want to be able to have conversations when I want like they did in DAO,ME, and ME2. I don't understand why I could only talk to my companions at certain times and not when I wanted to.

#50
Jackel159357

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Wheel was basically system that allowed you to choose between mean funny and nice. I felt that the voiced protagonist worked well in the sci fi setting of mass effect but for some reason it didn't fit quite right for me in DA2's fantasy setting.