Clonedzero wrote...
Lunar Savage wrote...
TJPags wrote...
Xewaka wrote...
Mike Laidlaw said...
"you can't tell exactly what you'll say"
Please somebody explain me how can any rational mind consider this a positive thing.
You have to be a Bioware employee to understand this.
Apparently. Thankfully, there are still some sane people on this planet that agree with my opinion. I've been arguing against the ME brand of dialog since it's release. That game drove me crazy to no end. I had to reload so many times because I didn't say exactly what I wanted to say and would have to explore every dialog option until I found the REAL route I wanted to take. :/
that sounds extremely unfun and anal way to play lol.
in DA:O the dialogue was pretty much the same as it is in DA2, its just word for word on the screen.
1.) nice option
2.) sarcastic option
3.) mean option
4.) ask question about ______
5.) as question about ____
6.) goodbye.
its an absolutely better system and allows the games flow, immersion and atmosphere to continue as you play rather than stopping every time its your turn to say somethign to read a block of dialogue choices. the wheel allows the conversation to go at a good pace since you can react faster to it. it feels like a real conversation that way rather than the immersion snapping 1-2 minute silence that can pop up in something like DA:O.
I respect your opinion, but there are some like me who play exactly the opposite way. To me, some of the most important moments in Dragon Age were those silences as I parse the words and wonder exactly what my character should do. Those choices are the most key parts of role playing for me, and I tried my best to put myself in my character's shoes and literally imagine being him or her, and think, based on what I have seen and known in the game, what do I really want to do? The decision is quite personal to me. This is different from how I played ME and ME2, in which I was thinking, "I am writing the story for superhero / bad ass Shepherd, what is the coolest thing for him to do?"
I have always felt that ME and DA were two different types of game, and the dialogue system was part of that. In my view, removing dialogue choice also took away with it a key part of what I consider the core DA experience.
Its okay for you to disagree, but at least acknowledge the opinion of others that something they consider important has been lost.