ItsToofy wrote...
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.
Mike on the wheel:
"It also provides what I see as the prize behind every door insofar aswhen 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."
And he's spot on. DA2's dialogue is based on gut reaction. In Origins, conversations emerged from the brain not from the gut. We all know what substance is produced from the gut.
What I don't understand is this idea that the player being utterly surprised by what their character says is a good thing but that at the same time the player should always know what will happen as a result of picking an option. This means I can't use my brain to contemplate the motives driving my character evidenced by the content of a dialogue option nor can I use my brain to navigate a potential problem that dialogue might solve. Why should I know- be straight up told by the game- that option X will end in combat? Isn't that for me to figure out by using my brain in the game? That is where I want to be surprised.
As far as sarcasm not translating in text thus icons are needed, I don't see what is wrong with making a sarcasm marker that would have worked in DAO.
Clearly the button-awesome connection is a great direction for the RPG. /sarcasm
But seriously, I want the brain-awesome connection.
Modifié par Pariah00, 07 avril 2011 - 08:00 .





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