Alistairlover94 wrote...
See sig.
Here, let me help you comprehend what you read, assuming you read:
GS: In terms of interacting with these companions or other
characters in the game, how do you feel about the way the dialogue wheel
came together and how it made things a little more clear and direct?
ML: I'm very happy with it. The wheel, as a whole, provides a
couple of really cool advantages. It lets us hold more conversation
options than we had available in Origins where we had a cap of six. We
technically have a cap of 10, so you can get a nice, cleaner interface
to ask questions for clarification. I love the investigate system. It
also provides what I see as the prize behind every door insofar as when
you read a line of Origins dialogue for comparison, you see everything
you could potentially say. In your brain, you've done the totality of
that conversation. Whereas looking and saying, "Oh, I know that's going
to be a smart-aleck line, but I don't feel it'd be right to use it,"
you're left with that temptation or that urge to pick it because you
can't tell exactly what you'll say. What I think is the key gain with
the icons is that you do know it will be sarcastic, which allows you to
make a much clearer choice about how you want to interact with
characters. If it was going to be suave or if it was going to be
diplomatic, you know at a glance rather than having some confusion
around what might happen.
Text is always a pretty horrible medium for conveying sarcasm or
sincerity. Being able to put a heart, as much as you could argue that
you could tell, lets you say, "OK, I'm certain with this choice. I'm not
making it blind." That's very important when you want to associate
yourself with a character.
Modifié par nicethugbert, 04 avril 2011 - 03:57 .





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