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DA3 conversation wheel or dialogue tree


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71 réponses à ce sujet

#51
Sammyjb

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I have a poll on this... let me dig it up...

Edit: HERE

Modifié par Sammyjb, 21 mars 2011 - 02:30 .


#52
Lethys1

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 Neither, give me something new.

#53
Savber100

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Is it possible to have both? I mean give us the option to see the words we're going to say WITHOUT paraphrasing it. Get rid of the wheel and just state it in plain text. It's not as awful as one would think ;P

#54
Brimleydower

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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.


This is why I am not sold on the dialogue wheel.  Voiced protagonists inevitably leads down the path of fewer character driven choices.  Having an Icon-Stamped "Middle-Man" between my character and his/her response is nearly infuriating.  Basically, cinematic experience should never trump player imput.  While having a voiced character is cooler than not having one, it's not worth (to me) the tradeoff.  If it were possible to somehow merge the two -- having multiple voices to choose from as well as seeing your character's entire response -- I would totally be onboard.  I doubt it would be reasonable to expect this however, time/money problems and all.  At the very least, I should be able to see what my character is going to say and pick from that instead of being dumbfounded by 70% of my responses.  

#55
ad1dash0lm3s

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I am saying the wheel, but there should be like categories you can choose from like nice, witty, angered and then have dialogue choices inside that category.

#56
Brimleydower

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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 =(


Where is the "hard proof" of this assumption?  Dragon Age was an enormous success and it boasted all of these options that everyone claims would bottom out the franchise.  If I had to speculate towards anything killing the Dragon Age series, I would wager it is extreme departures from what worked to begin with.

#57
Phantom.Brave10

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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.


It'd be better if the silent protagonist actually seemed to be paying attention, instead of standing there looking in all directions...

~

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.


I agree. Sometimes, I just wanted Hawke to say what the wheel said like that. 
When I wanted her to be political, she was glazing over the hard facts.
Like, for example, "All mages need to die."
She would say something like, "We cannot allow the mages their freedom."
I know it's similar, but I wanted her to be forceful.

#58
TexasToast712

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The dialogue wheel makes me think of Mass Effect which I like. I just wish my Hawke doesnt give snarky speeches and responses simply because I pick those the most. I would prefer a Paragon/Renegade dialogue system like in Mass Effect. There is a time to be funny and a time to be stern or threating. Its hard to do that when Hawke is always cracking jokes.

#59
IdRatherBeSleeping

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I preferred DA:O dialog system. I had no problem saying the things in my head as if they were said in the game. I hated my female Hawke voice, and the wheel was confusing at times.

Now . . . not that this will happen anytime soon or ever . . . but I wouldn't mind recording my own voice, for the character I am playing. I have always wanted to be able to do that, and if you didn't want that there would be a preset option. Do an over the shoulder shot so lip-syncing isn't a problem and we have what I feel would be an ideal system. But alas this will never happen and so I much prefer DA:O system.

#60
Snowbug

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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.


Which I object to. I should be the one deciding my character's personality, not the game.

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.


Correct, I can't accept the difference between what is written and what is said when I am supposed to be roleplaying my character. And there is no dead air in my case, because my imagination can fill in the blanks.

#61
Spoonuser12

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Big fan of the Paraphrased Conversation Wheel present in DA2.

The VO, helps a lot with immersion for me.

#62
cast_

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I liked the wheel, too often though what hawke said was never intended by me with my wheel choice. They kind of club you with the narrative this time.

#63
Akron1983

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The tree. definitly the tree :P

#64
StarcloudSWG

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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.

#65
Snowbug

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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. People's personalities are quite a lot more complex than just nice/aggressive/funny.

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.

Modifié par Snowbug, 21 mars 2011 - 04:42 .


#66
Arppis

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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.


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.

PS. Your avatar character looks awesome, she has cool facial-structure. :o

#67
Icy Magebane

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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.

#68
Arppis

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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.


Nonononoooo... Keep your paragon and renegade. DITCH the neutral. Make it sarcastic. Because it's THE BEST out of all conversation options.

#69
Snowbug

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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.


I agree, they both have their good sides, and different things work for different people.

Arppis wrote...

PS. Your avatar character looks awesome, she has cool facial-structure. :o


Thank you, she is my favourite Warden :)

#70
RazorrX

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I think voice over is cool if done well, but I prefer the dialog tree because it allows me to have more versatility with my character. Since the inclusion of dialects for races, it is highly doubtful that they will make a fully voiced game where you can be more than 1 race. Thus we are most likely going to be stuck as a human in future voiced games.

Fully voiced with voices for each race and a selection of voices at that would rule, but the cost for that is too high so we will not be seeing that.

#71
Siven80

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Either i dont mind at all tbh, aslong as we have a voiced protagonist.

I think most people who has issues with the wheel is that it has paraphrasing rather than full text. Other than the paraphrasing its just a dialogue tree around a wheel.

#72
DJ0000

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I hate the wheel. I like having a fully voiced charecter but the wheel is not good.

I hope they have a tree with a fully voiced charecter and make the conversation options a lot clearer.

there was a part at the end of Act 2 when I wanted to choose the sarcastic option thing it would be funny but it ended up being the most cowardly thing I have ever heard to point where I felt compelled to reload just to select a different option.

I couldn't do it because I would have had to go a long way back if I did and it was nagging me so hard.