Edit: HERE
Modifié par Sammyjb, 21 mars 2011 - 02:30 .
Snowbug wrote...
The wheel is fine as long as it includes an option to preview the exact line the character is going to say. I've had many facepalm moments with Hawke saying something quite different from what I expected. There was for example one time when my Hawke indicated she was very fond of the idea of going to a brothel, when I expected her to just tease a certain templar about his stammering when mentioning the place.
Also, I do not want the game to try to dictate the personality of my character, even if it is based on my previous choices. ALWAYS give me the the control of what my character says, unless it is a very neutral line. I do not want the game to RP my character for me.
And do not make my character automatically grin when being hit on by Isabela.
MColes wrote...
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 =(
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.
ZaroktheImmortal wrote...
I really didn't like the paraphrasing dialogue wheel. It was more of picking what emotion to express rather than actually choosing what I say. And there were fewer choices of what I could say.
StarcloudSWG wrote...
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.
StarcloudSWG wrote...
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.
StarcloudSWG wrote...
And how do you decide what your character's personality is? Through the dialog choices you make.
Short of personally typing in exactly what you want the character to say and having an AI routine interpreting what you say, or having a human being interpreting what you say, and controlling the NPC's responses, you're just NOT going to get what you apparently really want.
Modifié par Snowbug, 21 mars 2011 - 04:42 .
Snowbug wrote...
StarcloudSWG wrote...
And how do you decide what your character's personality is? Through the dialog choices you make.
Short of personally typing in exactly what you want the character to say and having an AI routine interpreting what you say, or having a human being interpreting what you say, and controlling the NPC's responses, you're just NOT going to get what you apparently really want.
No, I define the personality of my character in my head and then pick which ever dialogue choice is closest to what I imagine they would say.
All I want is to be able to know exactly what my character is going to say in any given situation. I really don't think I am making any outrageous demands here.
Icy Magebane wrote...
I really prefer "Paragon, Neutral, or Renegade." With the new system, I found it hard to say what I meant, and make decisions based on the paraphrasing (when given "choice" icons instead). I don't think that at any point, a player should be surprised by what their character says after selecting a dialogue option... The absolute worst was a few situations involving a couple "choices" that were poorly worded and let to results I hadn't intended.
I did, however, like the "dominant personality" aspect, especially when clicking on an aggressive Hawke: "I don't like it when people interrupt my thoughts." lol... what a jerk. It was a good way of keeping the dialogue consistent when we weren't in direct control.
So I guess I really want a combination of Paragon/Renegade for plot decisions, and Personality Icons for basic dialogue... That's probably too many variables for Bioware to take into account though. This way, the story they want to tell is told, and we get to decide how Hawke responds to it. Good enough, I guess.
Arppis wrote...
I can understand that. I like both of the systems. Both are awesome in their own small ways. Wouldn't be a bad thing if they would just compromise and impliment the dialogue tree versio and the wheel versions on the DA3. Make so that the player can pick which he/she peferes.
Arppis wrote...
PS. Your avatar character looks awesome, she has cool facial-structure.