Get rid of the dialogue wheel, the voiced PC, and the non-interactive cinematics
#1
Posté 07 avril 2011 - 06:30
I want to know exactly what I'm telling my character to say, not just a summary (which gives the wrong impression often).
I don't want my PC to have a voice because it will never sound exactly how my character does in my mind and makes the character less my own.
All the non-interactive cinematics destroy immersion because I'm no longer controlling my character.
Fix these problems, i.e. make DA3 like DA:O but without a dumb romance character who only likes you if you're cartoonishly evil like Morrigan was, and you can start making good games again. Don't fix these problems and you will fail sooner rather than later!
#2
Posté 07 avril 2011 - 06:34
#3
Posté 07 avril 2011 - 06:36
#4
Posté 07 avril 2011 - 06:51
#5
Posté 07 avril 2011 - 06:53
#6
Posté 07 avril 2011 - 06:56
That doesn't solve the problem. Even if we got to design the voice ourselves using advanced acoustic tools, the delivery of each line would still be beyond our control.btwLei wrote...
How about multiple voices to choose from? Granted, that will not fix your issue with what he will exactly say.
They need to make the voices optional or discard them altogether.
#7
Posté 07 avril 2011 - 06:56
They also should not have this weird obsession with voicing everything, not if it gets in the way of quality and quantity of party banter and conversations. Anyone here that thinks party banter is better in DA2 than it was in BG2? Anyone?
#8
Posté 07 avril 2011 - 07:05
#9
Posté 07 avril 2011 - 07:06
#10
Posté 07 avril 2011 - 07:09
@Galad22: Sorry but no. While it's an improvement from DA:O where the protagonist gets to have his/her say in the banter every now and then. I liked that I could choose my own input in the conversations whenever I could. But that more than 2 companions can interact with each other in those banters is an improvement from BG2 though. it is however expected considering the number of years that have passed since then.
If you meant conversations as in talking to them, whenever you want. Still the same unless you mod BG2.
I guess I just prefer banters being triggered after a certain amount of time instead of walking into certain spots to trigger them.
#11
Posté 07 avril 2011 - 07:11
Zcorck wrote...
Multiple voicing of the protagonist would probably cost too much. I'd prefer that they invest that part of the budget into something else.
@Galad22: Sorry but no. While it's an improvement from DA:O where the protagonist gets to have his/her say in the banter every now and then. I liked that I could choose my own input in the conversations whenever I could. But that more than 2 companions can interact with each other in those banters is an improvement from BG2 though. it is however expected considering the number of years that have passed since then.
If you meant conversations as in talking to them, whenever you want. Still the same unless you mod BG2.
I guess I just prefer banters being triggered after a certain amount of time instead of walking into certain spots to trigger them.
I think you read me wrong I said that party banter was much better in BG2 than in DA2.
Edit. Or well that is what I meant.
Modifié par Galad22, 07 avril 2011 - 07:12 .
#12
Posté 07 avril 2011 - 07:20
#13
Posté 07 avril 2011 - 07:22
btwLei wrote...
How about multiple voices to choose from? Granted, that will not fix your issue with what he will exactly say.
It would be better than now, BUT: Why spend more money for more voices if you could spend less for a silent PC which would be best anyways:blink:
#14
Posté 07 avril 2011 - 07:22
I'm not sure why the dialog wheel is necessary with the voiced protagonist. Everything stops and waits for your choice of response anyway, so why not do it in list format like in DA:O, allowing the player to actually read what's going to be said, and having the character actually say what the player chose? It's entirely possible there's a technical limitation preventing this type of format, but I'd much rather have it that way if possible than the dialog-wheel-of-mystery-responses in the game at present.
#15
Posté 07 avril 2011 - 07:25
Galad22 wrote...
Zcorck wrote...
Multiple voicing of the protagonist would probably cost too much. I'd prefer that they invest that part of the budget into something else.
@Galad22: Sorry but no. While it's an improvement from DA:O where the protagonist gets to have his/her say in the banter every now and then. I liked that I could choose my own input in the conversations whenever I could. But that more than 2 companions can interact with each other in those banters is an improvement from BG2 though. it is however expected considering the number of years that have passed since then.
If you meant conversations as in talking to them, whenever you want. Still the same unless you mod BG2.
I guess I just prefer banters being triggered after a certain amount of time instead of walking into certain spots to trigger them.
I think you read me wrong I said that party banter was much better in BG2 than in DA2.
Edit. Or well that is what I meant.
oh okay, my bad!
#16
Posté 07 avril 2011 - 07:27
#17
Posté 07 avril 2011 - 07:28
I enjoyed the voiced protagonist in ME2 but not so much in DA2. I prefer the way things were in origins. I would rather have 15 hours of engaging quest dialogue over a voiced main character.
#18
Posté 07 avril 2011 - 07:30
Yeah, I don't get it either. In DA2, I think they could have just used the icons in most instances. My main gripe was even when the spoken line wasn't on a completely different train than the paraphrase, I often wished my character had just said the paraphrase.
Modifié par outlaworacle, 07 avril 2011 - 07:30 .
#19
Posté 07 avril 2011 - 07:30
Eurypterid wrote...
I don't mind the protagonist being voiced. But I REALLY want to know what he/she is going to say when I click on my choice of response. Being jarred right out of the roleplay due to the surprise of "WTH is coming out of your mouth? I didn't want you to say THAT" is annoying as hell.
I'm not sure why the dialog wheel is necessary with the voiced protagonist. Everything stops and waits for your choice of response anyway, so why not do it in list format like in DA:O, allowing the player to actually read what's going to be said, and having the character actually say what the player chose? It's entirely possible there's a technical limitation preventing this type of format, but I'd much rather have it that way if possible than the dialog-wheel-of-mystery-responses in the game at present.
Doubtful to it being a technical limitation as this is how the upcoming Deus Ex reboot, and other games handle it. Exactly as you suggest.
I still stand firm that having to guess at dialog choices doesn't resemble role playing in any way shape or form.
#20
Posté 07 avril 2011 - 07:35
Pro:
1. Looks neater.
2. Looks cuter!
Con:
1. WTF moments
...actually I thought I had more points. Durrr, I need sleep.
In the end, I think they've done as good as they can without stretching their budget, or whatnot.
#21
Posté 07 avril 2011 - 07:36
CoS Sarah Jinstar wrote...
Eurypterid wrote...
I don't mind the protagonist being voiced. But I REALLY want to know what he/she is going to say when I click on my choice of response. Being jarred right out of the roleplay due to the surprise of "WTH is coming out of your mouth? I didn't want you to say THAT" is annoying as hell.
I'm not sure why the dialog wheel is necessary with the voiced protagonist. Everything stops and waits for your choice of response anyway, so why not do it in list format like in DA:O, allowing the player to actually read what's going to be said, and having the character actually say what the player chose? It's entirely possible there's a technical limitation preventing this type of format, but I'd much rather have it that way if possible than the dialog-wheel-of-mystery-responses in the game at present.
Doubtful to it being a technical limitation as this is how the upcoming Deus Ex reboot, and other games handle it. Exactly as you suggest.
I still stand firm that having to guess at dialog choices doesn't resemble role playing in any way shape or form.
If anyone needs an example of this done right, see the Witcher, which was a successful game in its own right from a relatively unknown developer at the time. voiced protagonist with dialogue tree similar to DA:O but spoken lines are exactly as written on the screen choices, so why do they think it would be odd for us to read it and then have it spoken?
#22
Posté 07 avril 2011 - 07:39
LyndseyCousland wrote...
I actually prefer the dialogue wheel and the voiced main character. Sure, every now and then you get a 'WTF I didn't mean that' moment but I feel that the pros of the wheel over come the cons.
Pro:
1. Looks neater.
2. Looks cuter!
Con:
1. WTF moments
...actually I thought I had more points. Durrr, I need sleep.
In the end, I think they've done as good as they can without stretching their budget, or whatnot.
I'm not trying to bash on what you are saying, but I don't agree that going to a wheel format from a LIST is making it neater, because with the list of options its...well, its a list, and we clearly see what can be said.
And looks cuter? If you're speaking about aesthetics than that doesn't exactly make something better, it just makes it more pleasant to look at, and if they wanted to do that with the list, then they might as well have added colors and differant fonts for the differant responses. I don't know, my 3 cents after inflation.
#23
Posté 07 avril 2011 - 07:40
ItsToofy wrote...
If anyone needs an example of this done right, see the Witcher, which was a successful game in its own right from a relatively unknown developer at the time. voiced protagonist with dialogue tree similar to DA:O but spoken lines are exactly as written on the screen choices, so why do they think it would be odd for us to read it and then have it spoken?
Good point. I know many people dump on The Witcher, but I really enjoyed it. And yes, it's really no more odd than having the subtitles turned on.
#24
Posté 07 avril 2011 - 07:57
Really quality and amount of rpg element goes down and down in BW games. Well I will observe (play demos, try game at friend house) next 2-3 bw games if they won't release something at least as rpg as DA:O (not to mention BG) I will just leave BW creations for good. I am sick and tired of playing 'streamlined' ,games made as "compromise". I do not want compromises anymore.
Modifié par Seitur, 07 avril 2011 - 07:57 .
#25
Posté 07 avril 2011 - 07:57
The Witcher sold 1.2 million worldwide +, and we're talking about a strictly PC game here. Making for the PC along with digital distribution sales and not having to pay Microsoft or Sony to use their tools and fees to pay on their consoles, that is considered great success. So don't jump to conclusions on numbers. 1 million on PC will always beat 1 million on consoles monetarily.





Retour en haut




