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


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#26
Pariah00

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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 .


#27
Dark83

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I like the system fine, I just want Sarcastic Interrupts.

#28
PinkShoes

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i prefer my PC havig a voice actually. I mean i wish we got more of a choice on the voice or even a choice if we wanted a voice or not for those who dont want it. Its all about Choice when it comes to RPG's.

#29
sleepyowlet

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If dialogue wheel, please no paraphrases. I really don't like having to second guess the character I'm roleplaying. Even more important: Please get rid of the count responses and apply automatics. I'd like to decide for myself who to troll and when.
I hate the voiced protagonist, others love it. Why not make it optional? My character's voice is actually more important to me than their looks - I hate having the freedom to imagine it myself taken away from me. Mute button? Please?

#30
ItsToofy

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Pariah00 wrote...

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.




Just curious if that was in agreement with me or not, i noticed the /sarcasm but this is the internet we're talking about.

#31
Kimaka

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I agree with all of these but I don't think they will ever go back to voiceless PCs. This is not a big problem for me anyway since I use mute or skip the cutscene everytime Hawke talks.

My main problem is the paraphrasing of the dialogue wheel and having your character say something that you didn't intend for them to say. I've read others saying that you have the same problem with the Dialogue Trees in DA:O but I never ran into that. With the tress you may get responses you did not expect but this happens in real life too. People misinterpret what you are trying to say and react differently than expected so I don't mind this as much. What does not happen is when you intend to say a sentence then something completely different comes out.

The non-interactive cinematics really bug me too. For example, in one of the Isabela scenes Hawke smiles at her after she suggests sex. This can be immersion breaking since people have different Hawkes with varying sexualities and personalities.

#32
Master Shiori

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Voiced protagonist and Dialogue wheel were fine in DA2, thank you very much.

The voice actors for both male and female Hawke did a great job and the dialogue wheel was much improved from how it is in Mass Effect thanks to the addition of icons signifying the tone.

Personally, I like both silent and voiced protagonists in my games and never felt that cinematics in games like ME or DA2 broke my immersion in any way. So, whatever Bioware decides to do in the future will be fine with me.

#33
MrTijger

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Dark83 wrote...

I like the system fine, I just want Sarcastic Interrupts.


Thats an awesome idea :)

#34
fchopin

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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.



 
This...
 
I like a voiced pc but want to know what my character will say, not a guessing game.
 
Other game companies have voiced pc's and i know what my character will say so what is wrong with Bioware, is it to difficult for you to do this when other's can?

#35
Bathead

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I had no problems with the wheel or the pararphrasing. I wouldn't mind if it was brought back.

#36
cpmd4

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I'm gonna have to disagree with you on most points. I do think the dialogue wheel could be more informative on what I'm going to say, but it is not often a problem.

#37
Eydris Ivo

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I'd prefer they kept the cinematics and the voice protagonist (as I really enjoyed both, I love cinematics!) but I have to agree that I would've liked a little bit of a better idea of what Hawke was going to say, perhaps paraphrasing a bit closer to what they say on the wheel. That being said, I did enjoy the element of surprise and had many hilarious moments :)

Modifié par Rheia1234, 07 avril 2011 - 09:01 .


#38
Tirigon

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Pariah00 wrote...

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."



If there was a World Cup of Saying Huge Amounts Of Nonsense, Mike Laidlaw would hold an undefeated record.

#39
Sylvius the Mad

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Pariah00 wrote...

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."

I think Mike is accurately describing DA2's dialogue, and what he describes is the thing I'm complaining about.

In-character decision-making.  That's all I want in this game, but the dialogue system prevents me from doing it.  And he comes Mike defending the design on the basis that it encourages meta-game decision-making.

That's not better.  That's vastly vastly worse.

And he's spot on. DA2's dialogue is based on gut reaction.

And frankly, if you're making decisions in important conversations based on your gut, you're sub-normal.

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.

I agree entirely.

#40
TheJist

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I agree I get enough of the dialogue wheel and spoken character from mass effect bring back the silent protagonist and fully displayed dialogue so I can feel like I am saying it not biowares character.

#41
DxWill10

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marinerzz wrote...

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!


Don't play any more Bioware games. Then you can stop wasting your time complaining on Bioware's forums.  Problem solved

#42
Silvernight

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I'd get rid of the conversation wheel, but leave the rest. I cannot count how many times I was like 'wtf I wasn't going to say that'. It's annoying not to know what you're saying until you say it. But they usually choose good voice actors, so I'm fine with a voiced protagonist. And definitely voiced everyone else. And I like cinematics.

#43
Ruben Thomas

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I love the voiced protagonist, and I'm very fond of the dialogue wheel, I do agree with you however: the dialogue wheel choices should reflect what Hawke is actually going to say.

#44
Zkyire

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marinerzz wrote...

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!


Morrigan wasn't evil, she was utterly pragmatic.

And the things you listed are not "problems".

#45
dostunuz

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Master Shiori wrote...

Voiced protagonist and Dialogue wheel were fine in DA2, thank you very much.

The voice actors for both male and female Hawke did a great job and the dialogue wheel was much improved from how it is in Mass Effect thanks to the addition of icons signifying the tone.

Personally, I like both silent and voiced protagonists in my games and never felt that cinematics in games like ME or DA2 broke my immersion in any way. So, whatever Bioware decides to do in the future will be fine with me.


i bet you still like if u playing whole game in one street, good for you.

#46
Mantaal

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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.


The problem here is. If you get rid of the Wheel and you just click on a line you want to say. The Charakter would just read the Text you have already clicked on. I dont really need an Voice to read the Text i did already read myselve to choose from.
So they could skip the voice anyways. Because almost everyone would click it away i think.

Thats why i say: Skip the voiced Hero and the Wheel to make the Game better.

Modifié par Mantaal, 07 avril 2011 - 10:10 .


#47
Sylvius the Mad

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Mantaal wrote...

The problem here is. If you get rid of the Wheel and you just click on a line you want to say. The Charakter would just read the Text you have already clicked on.

Why is that a propblem?  People keep saying it's a problem, but why is that?

It's no different from having the character speak the line that's printed below.  Either way information is being presented two different ways, and obviously one of those (the subtitles) is acceptable.  What's so different about the full-text option?

Ideally, yes, I'd say scrap the voice, but the game can be improved just by giving us the full text even if they keep the voice.

#48
rawintimidator

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My text wheel is kind of sticky whenever there are three options on one side, especially trying to select the middle one of the three. They should have made the selection by the buttons instead of directions. I have a different controller and the radial stuff is screwy with it sometimes.

#49
DeffFace

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OP:  I've played every Bioware and most Black Isle RPGs. I'm a "serious RPG gamer" just like I imagine you to be. I like the voiced single protagonists of ME and now DAII. I think they make for a more compelling narrative. I even like the dialogue wheel as implemented in DAII, although it could certainly use more options. I also totally like the cinematics. It's like watching a movie, except I'm determining how things turn out, and interacting with the characters.

In short, I disagree with your demands.

#50
ItsToofy

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rawintimidator wrote...

My text wheel is kind of sticky whenever there are three options on one side, especially trying to select the middle one of the three. They should have made the selection by the buttons instead of directions. I have a different controller and the radial stuff is screwy with it sometimes.


Anyone remember when you can press 1, 2, 3, etc. on the keyboard to select a dialogue option?....yeah....I guess matching a number to a selection is too hard.