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Get rid of the dialogue wheel, the voiced PC, and the non-interactive cinematics


996 réponses à ce sujet

#1
marinerzz

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If you want to fix your reputation after the complete debacle of DA2!

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
btwLei

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How about multiple voices to choose from? Granted, that will not fix your issue with what he will exactly say.

#3
Scnew

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No way they'll do something like record all of Hawke's dialogue in multiple voices. Silent protagonist gets my vote.

#4
ItsToofy

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Silent protagonist, voiced protagonist isn't an "evolution" of the genre, it's just limiting how we perceive the voice of our PC to be by giving it a set voice, another reduction of the role playing feel of a game. The PC should either be an extension of ourselves or someone that we have envisioned to be in that role, that's the point of role playing, this streamlining stuff that has been going on in our games and now voices and dialogue wheels that aren't "exactly" what we said but too bad style of design is basicaly the developers telling us "In Soviet Russia, PC roleplay you!"...and if you didn't understand the joke, which inevitably many of you will not, the game is playing itself almost that we lose alot of control in our role play for the sake of the greater good, which in this case seems to be some set storyline, emphasis on line. I didn't buy a graphical novel or a movie, I don't want to be distracted by waves of enemies and press your luck style dialogue wheel, no whammies no whammies, STOP! awww I guess I DID tell him to bugger off when it didnt say so in the wheel! I don't want interactive movies, I want control to be returned to the player...that's it...that's the point of playing a game, is to have control...which is why we are given controllers on the console and an arseload of buttons on a keyboard and mouse. I want my brain to be challenged with puzzles and tactics and strategy and money management and what armors and accessories work best on what character...no more streamlining, more RPG in my RPG please? that's all I'm asking. If they just want to remove bits and pieces from our gaming experience, then fine, but at least label it appropriately as a spin off or sequel, and an RPG or an action game.

#5
Fhaileas

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^Exactly!!!

#6
Sylvius the Mad

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btwLei wrote...

How about multiple voices to choose from? Granted, that will not fix your issue with what he will exactly say.

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.

They need to make the voices optional or discard them altogether.

#7
Galad22

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I agree with all your points.

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
Jman5

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Respectfully, I disagree with all your points. I thought the dialogue wheel was fine; the voice acting for the main character was excellent; and the non interactive cinematics were not immersion breaking.

#9
MrTijger

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No, thanks, I'd like to keep all those things.

#10
Zcorck

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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.

#11
Galad22

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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
MorrigansLove

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I'd like a voiced protagonist if it is actually a good voice actor. I thought Hawke was too bland.

#13
Tirigon

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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
Eurypterid

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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.

#15
Zcorck

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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! :pinched:

#16
srieser

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I'm a fan of voiced Hawke and the dialogue wheel. I'm trying to play Origins again and the silence and dead eyes are boring me to tears.

#17
Psython

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I dont feel like a voiced protagonist and dialogue wheel is really the best option for a dragon age. The problem is that it shifts the narrative focus away from a larger story and puts it onto the main character. DAO was more about large events happening in ferelden with a side focus on the wardens personal life(which was far more customizable than hawks). Dragon age 2 had a very narrow focus that I did not enjoy. I did not find Hawke an engaging enough character to warrrant such a focus. There is really nothing interesting enough about him like commander shepard is such a strong personality.

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
Bullets McDeath

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I think I've seen dev responses that say they don't want to give you the whole line because it would weird/boring to read it to yourself and then hear your character say it.

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
CoS Sarah Jinstar

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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
LyndseyCousland

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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.

#21
ItsToofy

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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
ItsToofy

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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
Eurypterid

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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
Seitur

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Yeah get rid of dialogue wheel!

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
ItsToofy

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People can dump on it, but the sequel is one of the most anticipated releases this year...and The Witcher WAS a successful game made by a development team that really cares about the feedback of the players, because they made a work of art that they wanted us to enjoy, that's why it sold well and that's why it is getting a sequel that I'm sure will be an improvement over the first with everything we enjoyed and hopefully something we don't need an enhaced director's cut edition of later.

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.