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


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#601
Tirigon

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Siansonea II wrote...

Nothing’s changed in here, I see. On the one hand you lambaste me for having the temerity to say that You Ain't All That, and accuse me of condescension, while in the same paragraph dismissing my preferred style of play as passive and just seeking 'awesome' moments, like Pavlov's dog. If you don’t recognize your own elitism, and the dismissive way you’re categorizing other players, I guess I can’t make you. So whatever.

Some people want "RPGs" to stimulate them intellectually, and in the process stimulate them emotionally. I get that. But I'd rather a game stimulate me emotionally without having to go through a bunch of mental exercises first, as I can and do get intellectual stimulation elsewhere. When a game becomes all about HOW the material is presented rather than the material itself, I tend to lose interest quickly, because that's not what it's all about for me. I’m even planning to give DAO another try, since so many people have said such good things about it, but the abstract wait-and-read conversation method just doesn’t feel natural for me. It takes me to an intellectual place, not an emotional one.

I've had a similar experience with pen-and-paper games. One of my groups embraced 4th Edition D&D, while another did not. I personally did not see a huge difference between the two systems and I don’t really have a preference for either. It's just a set of parameters, it's not the game itself. What matters is the actual content, the story, the characters, etc. If the quality of the story and characters is lacking, that's one thing, but it's not the WAY they're presented that is at fault. That's just architecture, and you can pretty much do anything within the confines of any robust architecture.

A lot of you seem to think that the voiced protagonist is the problem, while I posit that the actual underlying dissatisfaction stems not from the method, but the implementation. If there were 5 different male Hawke voices, and the ability to digitally raise and lower the pitch and resonance of each voice, would people be complaining as much? If you could have your own voice mastered and used as a seamless text-to-speech voice that actually sounded like a legitimate voice acting performance, would you still complain? If you could assign a set of nuanced parameters to guide a voice acting performance in a gameplay options screen, wouldn’t that be a wonderful addition? Sure, right now such ideas are pie in the sky, but they won’t always be. It’s just a matter of technology.

There's much disparagement of the idea that reading and math in a video game should be minimized, but once again, I find this condescending and belittles people who want to have a less abstract, more visceral experience in a game. In a real combat situation, you aren't comparing a bunch of numbers to your opponent's numbers. That's one of my biggest critiques about pen-and-paper RPGs, actually. The combat systems are unavoidably stat-driven, and it's a very abstract system that doesn't feel realistic from a visceral standpoint. I try to compensate by describing the actions of my character in combat, and his or her intent, before rolling the dice, and I also try to have as much of a knowledge of whatever system I'm using to make decisions and resolve die rolls quickly. But it's still a very unwieldy system that doesn't feel at all like heightened state of fight-or-flight the way I imagine real combat is. There’s zero adrenaline during combat at a pen-and-paper table.

It strikes me that the crux of the issue for some is that the voiced protagonist firmly establishes the character as a third-person character, rather than a first-person character. Some wish to inhabit their character more strongly. I get that, which is why I play pen-and-paper games. For the duration of my time at the table, I become Paolo de Luuc, Mahaelis Kreigen, Zdeneka Viridiani, Handsome Devil, Cathexis Aurore or whoever I’m playing. Oftentimes I will create detailed and realistic illustrations of my character, to help the other players and myself visualize how he or she would look, and often that gives me more to work with when I’m creating their personality and psychology, their mindset. That’s the most immersive RPG experience I can think of. But unvoiced protagonists in third-person video games aren’t at all the same thing to me. I’m just picking from a series of options. In a pen-and-paper game, I come up with the options, and I SAY ALOUD what my character says. And I do it in real time. THAT is imagination, that is creativity. Providing your own voice acting in a computer RPG, either aloud or in your head, really isn’t an exercise in creativity or imagination. If anything, it IS an exercise in immersion, but I find myself quite “immersed” in the games with voiced protagonists, whereas with unvoiced protagonists, I really don’t. That does not make me mentally deficient, unimaginative or intellectually inferior, it only makes me in favor of direct emotional stimuli rather than abstract emotional stimuli.

So yeah, maybe I DON’T like “RPGs” as they are defined by established genre conventions. So let’s just come up with a new name for whatever type of game Mass Effect, Mass Effect 2, and Dragon Age 2 are. And let’s try to find one that doesn’t belittle the people who like it, shall we?




You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.



Let me tell you the horrible truth: It doesn´t.

#602
Tommy6860

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Evainelithe wrote...

sleepyowlet wrote...

Not a game for me. I grew up with games that had only male protagonists - and I absolutely refuse to play games that force me to play as a male any longer. I know that sounds kinda petty, but that's the way I feel. I can't connect with a male character.
That is one of the things I love about the BioWare games, they give me an option for a female PC. Many, many games/devs still don't do that.

I feel the same way about male protagonists, it's the reason why I couldn't play The Witcher or Planescape Torment for more than 15 minutes even though I really wanted to play and like those games. Unfortunately if this trend of turning RPG's into interactive movies continues I won't even be able to 'play' female protagonists anymore. I'm not interested in cut scenes, fast action combat or picking a choice from a dialogue wheel and hoping something 'awesome' happens.


I can go with that as well. I loved PS:T very much, played it many timesover. But as long as I have been doing the RPG thing (starting to push 40 years now) , those influences to me leaning towards RPGs were passed onto me going back to when my mother read The Hobbit to me when Iwas very young, I then fell in love with the lore. Going through the years, it always seemed, though, there was a male protagonist, but when the computer gaming scene really started taking hold, I loved being able to play both genders among the storyline races created in the games. I primarily play a female most of the time now. I only play a male a character if a game is deep enough that the nuances of the story really reflect differences in how the game evolves though gender differences.

I am on the fence about voiced protagonist and the silent protagonist. For it to be really good for a VP, the gestures, facial expressions, and most importantly, the inflections have to be spot on when I ask a question, or choose an answer when interacting with my companions or NPCs. However, it still is not as deep as using my own imagination, my little voice in my head that does the talkign for the character that "I want the character to be". I just feel that no VP can make the personality of my PC as much as I can using my imagination, since the voice is always the same. Having said that, I can be flexible and still find wonderful depth in a game that uses a voiced protagonist, but that game has to be special, deep and involved, sadly DA2 is none this.

DA2 really set me back since RPGs are and always will be my first love in gaming. If this is what RPGs are to be, then it may be time for me to move on from the gaming scene.

Modifié par Tommy6860, 10 avril 2011 - 01:21 .


#603
Otterwarden

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Tirigon wrote...

Siansonea II wrote...

A lot of you seem to think that the voiced protagonist is the problem, while I posit that the actual underlying dissatisfaction stems not from the method, but the implementation. If there were 5 different male Hawke voices, and the ability to digitally raise and lower the pitch and resonance of each voice, would people be complaining as much? If you could have your own voice mastered and used as a seamless text-to-speech voice that actually sounded like a legitimate voice acting performance, would you still complain? If you could assign a set of nuanced parameters to guide a voice acting performance in a gameplay options screen, wouldn’t that be a wonderful addition? Sure, right now such ideas are pie in the sky, but they won’t always be. It’s just a matter of technology.


You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.

Let me tell you the horrible truth: It doesn´t.

Ok, I know that this poster has ruffled a lot of feathers with his or her style, and I didn't want to go back and read long wall of text to try and figure out the whole deal.  But, if I take this isolated paragraph I find myself in agreement with the idea in part.  Only in part because I do feel that much of the problem lies with what Hawke says and the insignificance of what he says to the story plot, but I do believe that once the technology permits for more variation in the delivery more people will warm up to the idea of a character being voiced.

#604
Tommy6860

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Otterwarden wrote...

Tirigon wrote...

Siansonea II wrote...

A lot of you seem to think that the voiced protagonist is the problem, while I posit that the actual underlying dissatisfaction stems not from the method, but the implementation. If there were 5 different male Hawke voices, and the ability to digitally raise and lower the pitch and resonance of each voice, would people be complaining as much? If you could have your own voice mastered and used as a seamless text-to-speech voice that actually sounded like a legitimate voice acting performance, would you still complain? If you could assign a set of nuanced parameters to guide a voice acting performance in a gameplay options screen, wouldn’t that be a wonderful addition? Sure, right now such ideas are pie in the sky, but they won’t always be. It’s just a matter of technology.


You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.

Let me tell you the horrible truth: It doesn´t.

Ok, I know that this poster has ruffled a lot of feathers with his or her style, and I didn't want to go back and read long wall of text to try and figure out the whole deal.  But, if I take this isolated paragraph I find myself in agreement with the idea in part.  Only in part because I do feel that much of the problem lies with what Hawke says and the insignificance of what he says to the story plot, but I do believe that once the technology permits for more variation in the delivery more people will warm up to the idea of a character being voiced.


I agree on the "technology", and that is already here for the most part. I can also be flexible to that aspect, but how that would play as "I" expect is another thing. However, to implement that is not cost effective considering the money it takes now, to develop games under today's graphical standards. Having said that, I always will feel nothing replaces the slient PC as I can make many more voices for my PC with my imagiantion than any number of computer generated or voice actors used as such. In the end, they still are not the charatcer I may imaginatively develop as I play the games.

#605
Embargoed

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Tirigon wrote...

Siansonea II wrote...

Nothing’s changed in here, I see. On the one hand you lambaste me for having the temerity to say that You Ain't All That, and accuse me of condescension, while in the same paragraph dismissing my preferred style of play as passive and just seeking 'awesome' moments, like Pavlov's dog. If you don’t recognize your own elitism, and the dismissive way you’re categorizing other players, I guess I can’t make you. So whatever.

Some people want "RPGs" to stimulate them intellectually, and in the process stimulate them emotionally. I get that. But I'd rather a game stimulate me emotionally without having to go through a bunch of mental exercises first, as I can and do get intellectual stimulation elsewhere. When a game becomes all about HOW the material is presented rather than the material itself, I tend to lose interest quickly, because that's not what it's all about for me. I’m even planning to give DAO another try, since so many people have said such good things about it, but the abstract wait-and-read conversation method just doesn’t feel natural for me. It takes me to an intellectual place, not an emotional one.

I've had a similar experience with pen-and-paper games. One of my groups embraced 4th Edition D&D, while another did not. I personally did not see a huge difference between the two systems and I don’t really have a preference for either. It's just a set of parameters, it's not the game itself. What matters is the actual content, the story, the characters, etc. If the quality of the story and characters is lacking, that's one thing, but it's not the WAY they're presented that is at fault. That's just architecture, and you can pretty much do anything within the confines of any robust architecture.

A lot of you seem to think that the voiced protagonist is the problem, while I posit that the actual underlying dissatisfaction stems not from the method, but the implementation. If there were 5 different male Hawke voices, and the ability to digitally raise and lower the pitch and resonance of each voice, would people be complaining as much? If you could have your own voice mastered and used as a seamless text-to-speech voice that actually sounded like a legitimate voice acting performance, would you still complain? If you could assign a set of nuanced parameters to guide a voice acting performance in a gameplay options screen, wouldn’t that be a wonderful addition? Sure, right now such ideas are pie in the sky, but they won’t always be. It’s just a matter of technology.

There's much disparagement of the idea that reading and math in a video game should be minimized, but once again, I find this condescending and belittles people who want to have a less abstract, more visceral experience in a game. In a real combat situation, you aren't comparing a bunch of numbers to your opponent's numbers. That's one of my biggest critiques about pen-and-paper RPGs, actually. The combat systems are unavoidably stat-driven, and it's a very abstract system that doesn't feel realistic from a visceral standpoint. I try to compensate by describing the actions of my character in combat, and his or her intent, before rolling the dice, and I also try to have as much of a knowledge of whatever system I'm using to make decisions and resolve die rolls quickly. But it's still a very unwieldy system that doesn't feel at all like heightened state of fight-or-flight the way I imagine real combat is. There’s zero adrenaline during combat at a pen-and-paper table.

It strikes me that the crux of the issue for some is that the voiced protagonist firmly establishes the character as a third-person character, rather than a first-person character. Some wish to inhabit their character more strongly. I get that, which is why I play pen-and-paper games. For the duration of my time at the table, I become Paolo de Luuc, Mahaelis Kreigen, Zdeneka Viridiani, Handsome Devil, Cathexis Aurore or whoever I’m playing. Oftentimes I will create detailed and realistic illustrations of my character, to help the other players and myself visualize how he or she would look, and often that gives me more to work with when I’m creating their personality and psychology, their mindset. That’s the most immersive RPG experience I can think of. But unvoiced protagonists in third-person video games aren’t at all the same thing to me. I’m just picking from a series of options. In a pen-and-paper game, I come up with the options, and I SAY ALOUD what my character says. And I do it in real time. THAT is imagination, that is creativity. Providing your own voice acting in a computer RPG, either aloud or in your head, really isn’t an exercise in creativity or imagination. If anything, it IS an exercise in immersion, but I find myself quite “immersed” in the games with voiced protagonists, whereas with unvoiced protagonists, I really don’t. That does not make me mentally deficient, unimaginative or intellectually inferior, it only makes me in favor of direct emotional stimuli rather than abstract emotional stimuli.

So yeah, maybe I DON’T like “RPGs” as they are defined by established genre conventions. So let’s just come up with a new name for whatever type of game Mass Effect, Mass Effect 2, and Dragon Age 2 are. And let’s try to find one that doesn’t belittle the people who like it, shall we?




You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.



Let me tell you the horrible truth: It doesn´t.


You seem to assume that anyone cares what you think about long walls of text.


Let me tell you the horrible truth... NOONE CURRRRRRR


Now then, I appreciate that Wall-O-Text because a lot of what SIonessa's saying is what I've been saying as well. There is more to roleplaying than just sitting down and reading a bunch of lines of text and picking between the most appropriate one. YOU may find that a non-voiced character is more immersive, but OTHERS find that they would much rather have the voiced protagonist.

P.S.    I never really understood the hate 4th Edition got for the so called "dumbing down" of the rule set. I prefer 4th because of it's pick up and play style, but I have no qualms with any other system. Like you said, they're archtecture to support the overall narrative, not boggle it down in number crunching. 

#606
Otterwarden

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Tommy6860 wrote...

I agree on the "technology", and that is already here for the most part. I can also be flexible to that aspect, but how that would play as "I" expect is another thing. However, to implement that is not cost effective considering the money it takes now, to develop games under today's graphical standards. Having said that, I always will feel nothing replaces the slient PC as I can make many more voices for my PC with my imagiantion than any number of computer generated or voice actors used as such. In the end, they still are not the charatcer I may imaginatively develop as I play the games.


Agree that the technology exists and money is the stumbling block at the moment.  The only thing preventing a satisfying silent option seems also to be money, in that more text will require greater dialogue trees, which in turn requires more time figuring out the consequences of different options.  Choices = money in every sense of the word.  For while it may cost more to provide choice, it is also the factor by which I make my purchase decision:  if they aren't going to provide the choices I will not provide the money.

#607
Siansonea

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Tirigon wrote...

Siansonea II wrote...

Nothing’s changed in here, I see. On the one hand you lambaste me for having the temerity to say that You Ain't All That, and accuse me of condescension, while in the same paragraph dismissing my preferred style of play as passive and just seeking 'awesome' moments, like Pavlov's dog. If you don’t recognize your own elitism, and the dismissive way you’re categorizing other players, I guess I can’t make you. So whatever.

Some people want "RPGs" to stimulate them intellectually, and in the process stimulate them emotionally. I get that. But I'd rather a game stimulate me emotionally without having to go through a bunch of mental exercises first, as I can and do get intellectual stimulation elsewhere. When a game becomes all about HOW the material is presented rather than the material itself, I tend to lose interest quickly, because that's not what it's all about for me. I’m even planning to give DAO another try, since so many people have said such good things about it, but the abstract wait-and-read conversation method just doesn’t feel natural for me. It takes me to an intellectual place, not an emotional one.

I've had a similar experience with pen-and-paper games. One of my groups embraced 4th Edition D&D, while another did not. I personally did not see a huge difference between the two systems and I don’t really have a preference for either. It's just a set of parameters, it's not the game itself. What matters is the actual content, the story, the characters, etc. If the quality of the story and characters is lacking, that's one thing, but it's not the WAY they're presented that is at fault. That's just architecture, and you can pretty much do anything within the confines of any robust architecture.

A lot of you seem to think that the voiced protagonist is the problem, while I posit that the actual underlying dissatisfaction stems not from the method, but the implementation. If there were 5 different male Hawke voices, and the ability to digitally raise and lower the pitch and resonance of each voice, would people be complaining as much? If you could have your own voice mastered and used as a seamless text-to-speech voice that actually sounded like a legitimate voice acting performance, would you still complain? If you could assign a set of nuanced parameters to guide a voice acting performance in a gameplay options screen, wouldn’t that be a wonderful addition? Sure, right now such ideas are pie in the sky, but they won’t always be. It’s just a matter of technology.

There's much disparagement of the idea that reading and math in a video game should be minimized, but once again, I find this condescending and belittles people who want to have a less abstract, more visceral experience in a game. In a real combat situation, you aren't comparing a bunch of numbers to your opponent's numbers. That's one of my biggest critiques about pen-and-paper RPGs, actually. The combat systems are unavoidably stat-driven, and it's a very abstract system that doesn't feel realistic from a visceral standpoint. I try to compensate by describing the actions of my character in combat, and his or her intent, before rolling the dice, and I also try to have as much of a knowledge of whatever system I'm using to make decisions and resolve die rolls quickly. But it's still a very unwieldy system that doesn't feel at all like heightened state of fight-or-flight the way I imagine real combat is. There’s zero adrenaline during combat at a pen-and-paper table.

It strikes me that the crux of the issue for some is that the voiced protagonist firmly establishes the character as a third-person character, rather than a first-person character. Some wish to inhabit their character more strongly. I get that, which is why I play pen-and-paper games. For the duration of my time at the table, I become Paolo de Luuc, Mahaelis Kreigen, Zdeneka Viridiani, Handsome Devil, Cathexis Aurore or whoever I’m playing. Oftentimes I will create detailed and realistic illustrations of my character, to help the other players and myself visualize how he or she would look, and often that gives me more to work with when I’m creating their personality and psychology, their mindset. That’s the most immersive RPG experience I can think of. But unvoiced protagonists in third-person video games aren’t at all the same thing to me. I’m just picking from a series of options. In a pen-and-paper game, I come up with the options, and I SAY ALOUD what my character says. And I do it in real time. THAT is imagination, that is creativity. Providing your own voice acting in a computer RPG, either aloud or in your head, really isn’t an exercise in creativity or imagination. If anything, it IS an exercise in immersion, but I find myself quite “immersed” in the games with voiced protagonists, whereas with unvoiced protagonists, I really don’t. That does not make me mentally deficient, unimaginative or intellectually inferior, it only makes me in favor of direct emotional stimuli rather than abstract emotional stimuli.

So yeah, maybe I DON’T like “RPGs” as they are defined by established genre conventions. So let’s just come up with a new name for whatever type of game Mass Effect, Mass Effect 2, and Dragon Age 2 are. And let’s try to find one that doesn’t belittle the people who like it, shall we?




You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.



Let me tell you the horrible truth: It doesn´t.


You seem to assume that I care what you think.

Let me tell you the horrible truth: I don't.

There's a reason I've ignored everything you've had to say in this thread until now. Run along now.

#608
Tommy6860

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Otterwarden wrote...

Tommy6860 wrote...

I agree on the "technology", and that is already here for the most part. I can also be flexible to that aspect, but how that would play as "I" expect is another thing. However, to implement that is not cost effective considering the money it takes now, to develop games under today's graphical standards. Having said that, I always will feel nothing replaces the slient PC as I can make many more voices for my PC with my imagiantion than any number of computer generated or voice actors used as such. In the end, they still are not the charatcer I may imaginatively develop as I play the games.


Agree that the technology exists and money is the stumbling block at the moment.  The only thing preventing a satisfying silent option seems also to be money, in that more text will require greater dialogue trees, which in turn requires more time figuring out the consequences of different options.  Choices = money in every sense of the word.  For while it may cost more to provide choice, it is also the factor by which I make my purchase decision:  if they aren't going to provide the choices I will not provide the money.


And I would pay more money for this type of game if it were made to the theme of what I expect an RPG to be (and I suspect some of the same thinking folks here as I, would as well). To be clear, even if this were available in DA2, I would still have passed on DA2 since it was a travesty to its primary namesake from a story and PC/companions development as well as its focus on cinematic framed storytelling. Again, I can be flexible, but I just don't think anything replaces my imagination for voicing my PC. Nevertheless, until I experience that, I will maintain an open mind to having multiple voiced choices in a *quality* RPG, if and when it comes around. .

:)

Modifié par Tommy6860, 10 avril 2011 - 02:04 .


#609
Tommy6860

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Siansonea II wrote...

Tirigon wrote...

Siansonea II wrote...

Nothing’s changed in here, I see. On the one hand you lambaste me for having the temerity to say that You Ain't All That, and accuse me of condescension, while in the same paragraph dismissing my preferred style of play as passive and just seeking 'awesome' moments, like Pavlov's dog. If you don’t recognize your own elitism, and the dismissive way you’re categorizing other players, I guess I can’t make you. So whatever.

Some people want "RPGs" to stimulate them intellectually, and in the process stimulate them emotionally. I get that. But I'd rather a game stimulate me emotionally without having to go through a bunch of mental exercises first, as I can and do get intellectual stimulation elsewhere. When a game becomes all about HOW the material is presented rather than the material itself, I tend to lose interest quickly, because that's not what it's all about for me. I’m even planning to give DAO another try, since so many people have said such good things about it, but the abstract wait-and-read conversation method just doesn’t feel natural for me. It takes me to an intellectual place, not an emotional one.

I've had a similar experience with pen-and-paper games. One of my groups embraced 4th Edition D&D, while another did not. I personally did not see a huge difference between the two systems and I don’t really have a preference for either. It's just a set of parameters, it's not the game itself. What matters is the actual content, the story, the characters, etc. If the quality of the story and characters is lacking, that's one thing, but it's not the WAY they're presented that is at fault. That's just architecture, and you can pretty much do anything within the confines of any robust architecture.

A lot of you seem to think that the voiced protagonist is the problem, while I posit that the actual underlying dissatisfaction stems not from the method, but the implementation. If there were 5 different male Hawke voices, and the ability to digitally raise and lower the pitch and resonance of each voice, would people be complaining as much? If you could have your own voice mastered and used as a seamless text-to-speech voice that actually sounded like a legitimate voice acting performance, would you still complain? If you could assign a set of nuanced parameters to guide a voice acting performance in a gameplay options screen, wouldn’t that be a wonderful addition? Sure, right now such ideas are pie in the sky, but they won’t always be. It’s just a matter of technology.

There's much disparagement of the idea that reading and math in a video game should be minimized, but once again, I find this condescending and belittles people who want to have a less abstract, more visceral experience in a game. In a real combat situation, you aren't comparing a bunch of numbers to your opponent's numbers. That's one of my biggest critiques about pen-and-paper RPGs, actually. The combat systems are unavoidably stat-driven, and it's a very abstract system that doesn't feel realistic from a visceral standpoint. I try to compensate by describing the actions of my character in combat, and his or her intent, before rolling the dice, and I also try to have as much of a knowledge of whatever system I'm using to make decisions and resolve die rolls quickly. But it's still a very unwieldy system that doesn't feel at all like heightened state of fight-or-flight the way I imagine real combat is. There’s zero adrenaline during combat at a pen-and-paper table.

It strikes me that the crux of the issue for some is that the voiced protagonist firmly establishes the character as a third-person character, rather than a first-person character. Some wish to inhabit their character more strongly. I get that, which is why I play pen-and-paper games. For the duration of my time at the table, I become Paolo de Luuc, Mahaelis Kreigen, Zdeneka Viridiani, Handsome Devil, Cathexis Aurore or whoever I’m playing. Oftentimes I will create detailed and realistic illustrations of my character, to help the other players and myself visualize how he or she would look, and often that gives me more to work with when I’m creating their personality and psychology, their mindset. That’s the most immersive RPG experience I can think of. But unvoiced protagonists in third-person video games aren’t at all the same thing to me. I’m just picking from a series of options. In a pen-and-paper game, I come up with the options, and I SAY ALOUD what my character says. And I do it in real time. THAT is imagination, that is creativity. Providing your own voice acting in a computer RPG, either aloud or in your head, really isn’t an exercise in creativity or imagination. If anything, it IS an exercise in immersion, but I find myself quite “immersed” in the games with voiced protagonists, whereas with unvoiced protagonists, I really don’t. That does not make me mentally deficient, unimaginative or intellectually inferior, it only makes me in favor of direct emotional stimuli rather than abstract emotional stimuli.

So yeah, maybe I DON’T like “RPGs” as they are defined by established genre conventions. So let’s just come up with a new name for whatever type of game Mass Effect, Mass Effect 2, and Dragon Age 2 are. And let’s try to find one that doesn’t belittle the people who like it, shall we?




You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.



Let me tell you the horrible truth: It doesn´t.


You seem to assume that I care what you think.

Let me tell you the horrible truth: I don't.

There's a reason I've ignored everything you've had to say in this thread until now. Run along now.


However, you do seem to care enough to keep replying, even though it's apparent you don't care what others think. Cognitive dissonance?

#610
Otterwarden

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Tommy6860 wrote...
And I would pay more money for this type of game if it were made to the theme of what I expect an RPG to be (and I suspect some of the same thinking folks here as I, would as well). To be clear, even if this were available in DA2, I would still have passed on DA2 since it was a travesty to its primary namesake from a story and PC/companions development as well as its focus on cinematic framed storytelling.


Oh, yes, you could not pay me to suffer through Jackie Chan on 5 cases of Redbull.  There were too many other things preventing me from connecting with the "sequel", voiced character never even made it on the list.

One of the reasons I think I like reading the text in full is that it helps me to understand the underlying possible consequences of my actions.  If it is abbreviated too much this understanding is severed.  Thought it was done well in ME2.

Modifié par Otterwarden, 10 avril 2011 - 02:13 .


#611
erynnar

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Tommy6860 wrote...

Evainelithe wrote...

sleepyowlet wrote...

Not
a game for me. I grew up with games that had only male protagonists -
and I absolutely refuse to play games that force me to play as a male
any longer. I know that sounds kinda petty, but that's the way I feel. I
can't connect with a male character.
That is one of the things I
love about the BioWare games, they give me an option for a female PC.
Many, many games/devs still don't do that.

I feel the
same way about male protagonists, it's the reason why I couldn't play
The Witcher or Planescape Torment for more than 15 minutes even though I
really wanted to play and like those games. Unfortunately if this trend
of turning RPG's into interactive movies continues I won't even be able
to 'play' female protagonists anymore. I'm not interested in cut
scenes, fast action combat or picking a choice from a dialogue wheel and
hoping something 'awesome' happens.


I can go
with that as well. I loved PS:T very much, played it many timesover. But
as long as I have been doing the RPG thing (starting to push 40 years
now) , those influences to me leaning towards RPGs were passed onto me
going back to when my mother read The Hobbit to me when Iwas very young,
I then fell in love with the lore. Going through the years, it always
seemed, though, there was a male protagonist, but when the computer
gaming scene really started taking hold, I loved being able to play both
genders among the storyline races created in the games. I primarily
play a female most of the time now. I only play a male a character if a
game is deep enough that the nuances of the story really reflect
differences in how the game evolves though gender differences.

I
am on the fence about voiced protagonist and the silent protagonist. For
it to be really good for a VP, the gestures, facial expressions, and
most importantly, the inflections have to be spot on when I ask a
question, or choose an answer when interacting with my companions or
NPCs. However, it still is not as deep as using my own imagination, my
little voice in my head that does the talkign for the character that "I
want the character to be". I just feel that no VP can make the
personality of my PC as much as I can using my imagination, since the
voice is always the same. Having said that, I can be flexible and still
find wonderful depth in a game that uses a voiced protagonist, but that
game has to be special, deep and involved, sadly DA2 is none this.

DA2
really set me back since RPGs are and always will be my first love in
gaming. If this is what RPGs are to be, then it may be time for me to
move on from the gaming scene.





Otterwarden wrote...

Tirigon wrote...

Siansonea II wrote...

A lot of you seem to think that the voiced protagonist is the problem, while I posit that the actual underlying dissatisfaction stems not from the method, but the implementation. If there were 5 different male Hawke voices, and the ability to digitally raise and lower the pitch and resonance of each voice, would people be complaining as much? If you could have your own voice mastered and used as a seamless text-to-speech voice that actually sounded like a legitimate voice acting performance, would you still complain? If you could assign a set of nuanced parameters to guide a voice acting performance in a gameplay options screen, wouldn’t that be a wonderful addition? Sure, right now such ideas are pie in the sky, but they won’t always be. It’s just a matter of technology.


You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.

Let me tell you the horrible truth: It doesn´t.

Ok, I know that this poster has ruffled a lot of feathers with his or her style, and I didn't want to go back and read long wall of text to try and figure out the whole deal.  But, if I take this isolated paragraph I find myself in agreement with the idea in part.  Only in part because I do feel that much of the problem lies with what Hawke says and the insignificance of what he says to the story plot, but I do believe that once the technology permits for more variation in the delivery more people will warm up to the idea of a character being voiced.


Both of these. And Siansonea II , good points! I would love it if they had say five voices to choose from. I don't need my  voice...I think I sound like Minnie Mouse with a head cold.  But yes, I think I would be a lot more fond of the voiced protaganist.

#612
Embargoed

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Self explanatory troll is self explanatory.

#613
Otterwarden

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Tommy6860 wrote...

Siansonea II wrote...

You seem to assume that I care what you think.

Let me tell you the horrible truth: I don't.

There's a reason I've ignored everything you've had to say in this thread until now. Run along now.


However, you do seem to care enough to keep replying, even though it's apparent you don't care what others think. Cognitive dissonance?


The dismissive tone clearly telegraphs an intent to infer some superiority.  One can only conjecture at this point the motivations.  Really though, stupid is as stupid does.

#614
Tommy6860

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Otterwarden wrote...

Tommy6860 wrote...
And I would pay more money for this type of game if it were made to the theme of what I expect an RPG to be (and I suspect some of the same thinking folks here as I, would as well). To be clear, even if this were available in DA2, I would still have passed on DA2 since it was a travesty to its primary namesake from a story and PC/companions development as well as its focus on cinematic framed storytelling.


Oh, yes, you could not pay me to suffer through Jackie Chan on 5 cases of Redbull.  There were too many other things preventing me from connecting with the "sequel", voiced character never even made it on the list.

One of the reasons I think I like reading the text in full is that it helps me to understand the underlying possible consequences of my actions.  If it is abbreviated too much this understanding is severed.  Thought it was done well in ME2.


<scratches head>

You know, you just hit soemthing there. I know many of the more very hardcore RPGer disliked ME, primarily because of its shooter elements. But that game really clicked for me because the spoken lines worked with the overall story and its character line-up. Dumbfounded, why it worked so well in that game, and became antithetical in function for DA2, is amazing. Especailly when considering the devloper is the same company. It's as if Bioware somehow forgot how to be Bioware.

Modifié par Tommy6860, 10 avril 2011 - 02:22 .


#615
Otterwarden

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Tommy6860 wrote...

<scratches head>

You know, you just hit soemthing there. I know many of the more very hardcore RPGer disliked ME, primarily because of its shooter elements. But that game really clicked for me because the spoken lines worked with the overall story and its character line-up. Dumbfounded, why it worked so well in that game, and became antithetical in function for DA2, is amazing. Especailly when considering the devloper is the same company. It's as if Bioware somehow forgot how to be Bioware.


Different writers would account for it in part, but I feel that audience expectation also factored in here.  RPG audiences are brutual when it comes to analyzing text.  I certainly would not want to put anything I wrote under their microscope.

All I know is that in Mass Effect the story had enough balance between the light hearted and the serious "end of universe as we know it" to make it work.  It was a well written script.  Just look at the Hanar thread.  Not much was really written about the Hanar, but there was enough there that many of us could pretend that we had been to that planet and absorbed part of that culture.  That takes writing skill, plant enough seeds so that the player's imagination takes over.

#616
Tommy6860

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erynnar wrote...

Tommy6860 wrote...

Evainelithe wrote...

sleepyowlet wrote...

Not
a game for me. I grew up with games that had only male protagonists -
and I absolutely refuse to play games that force me to play as a male
any longer. I know that sounds kinda petty, but that's the way I feel. I
can't connect with a male character.
That is one of the things I
love about the BioWare games, they give me an option for a female PC.
Many, many games/devs still don't do that.

I feel the
same way about male protagonists, it's the reason why I couldn't play
The Witcher or Planescape Torment for more than 15 minutes even though I
really wanted to play and like those games. Unfortunately if this trend
of turning RPG's into interactive movies continues I won't even be able
to 'play' female protagonists anymore. I'm not interested in cut
scenes, fast action combat or picking a choice from a dialogue wheel and
hoping something 'awesome' happens.


I can go
with that as well. I loved PS:T very much, played it many timesover. But
as long as I have been doing the RPG thing (starting to push 40 years
now) , those influences to me leaning towards RPGs were passed onto me
going back to when my mother read The Hobbit to me when Iwas very young,
I then fell in love with the lore. Going through the years, it always
seemed, though, there was a male protagonist, but when the computer
gaming scene really started taking hold, I loved being able to play both
genders among the storyline races created in the games. I primarily
play a female most of the time now. I only play a male a character if a
game is deep enough that the nuances of the story really reflect
differences in how the game evolves though gender differences.

I
am on the fence about voiced protagonist and the silent protagonist. For
it to be really good for a VP, the gestures, facial expressions, and
most importantly, the inflections have to be spot on when I ask a
question, or choose an answer when interacting with my companions or
NPCs. However, it still is not as deep as using my own imagination, my
little voice in my head that does the talkign for the character that "I
want the character to be". I just feel that no VP can make the
personality of my PC as much as I can using my imagination, since the
voice is always the same. Having said that, I can be flexible and still
find wonderful depth in a game that uses a voiced protagonist, but that
game has to be special, deep and involved, sadly DA2 is none this.

DA2
really set me back since RPGs are and always will be my first love in
gaming. If this is what RPGs are to be, then it may be time for me to
move on from the gaming scene.





Otterwarden wrote...

Tirigon wrote...

Siansonea II wrote...

A lot of you seem to think that the voiced protagonist is the problem, while I posit that the actual underlying dissatisfaction stems not from the method, but the implementation. If there were 5 different male Hawke voices, and the ability to digitally raise and lower the pitch and resonance of each voice, would people be complaining as much? If you could have your own voice mastered and used as a seamless text-to-speech voice that actually sounded like a legitimate voice acting performance, would you still complain? If you could assign a set of nuanced parameters to guide a voice acting performance in a gameplay options screen, wouldn’t that be a wonderful addition? Sure, right now such ideas are pie in the sky, but they won’t always be. It’s just a matter of technology.


You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.

Let me tell you the horrible truth: It doesn´t.

Ok, I know that this poster has ruffled a lot of feathers with his or her style, and I didn't want to go back and read long wall of text to try and figure out the whole deal.  But, if I take this isolated paragraph I find myself in agreement with the idea in part.  Only in part because I do feel that much of the problem lies with what Hawke says and the insignificance of what he says to the story plot, but I do believe that once the technology permits for more variation in the delivery more people will warm up to the idea of a character being voiced.


Both of these. And Siansonea II , good points! I would love it if they had say five voices to choose from. I don't need my  voice...I think I sound like Minnie Mouse with a head cold.  But yes, I think I would be a lot more fond of the voiced protaganist.


As I said, I can go either way, but for now the silent PC is the way to go for me, I am open to the technology though. Whether or not I hear the sound of my own voice in my head, has no bearing on the personality of my PC. It is the fact that I give the sound to my protagonist through my imagination, my own self made inflections. 20 different voices wouild be cool, but if they all offered the same inflection, or even just a few, then really you only gotten different voices, not different content or intones.

#617
Siansonea

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Tommy6860 wrote...

Siansonea II wrote...

Tirigon wrote...

Siansonea II wrote...

*snip*




You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.



Let me tell you the horrible truth: It doesn´t.


You seem to assume that I care what you think.

Let me tell you the horrible truth: I don't.

There's a reason I've ignored everything you've had to say in this thread until now. Run along now.


However, you do seem to care enough to keep replying, even though it's apparent you don't care what others think. Cognitive dissonance?


Oh snap! Look who’s flexing those Psychology 101 muscles. I’m sure you really patted yourself on the back for that one.

#618
Tommy6860

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Otterwarden wrote...

Tommy6860 wrote...

<scratches head>

You know, you just hit soemthing there. I know many of the more very hardcore RPGer disliked ME, primarily because of its shooter elements. But that game really clicked for me because the spoken lines worked with the overall story and its character line-up. Dumbfounded, why it worked so well in that game, and became antithetical in function for DA2, is amazing. Especailly when considering the devloper is the same company. It's as if Bioware somehow forgot how to be Bioware.


Different writers would account for it in part, but I feel that audience expectation also factored in here.  RPG audiences are brutual when it comes to analyzing text.  I certainly would not want to put anything I wrote under their microscope.

All I know is that in Mass Effect the story had enough balance between the light hearted and the serious "end of universe as we know it" to make it work.  It was a well written script.  Just look at the Hanar thread.  Not much was really written about the Hanar, but there was enough there that many of us could pretend that we had been to that planet and absorbed part of that culture.  That takes writing skill, plant enough seeds so that the player's imagination takes over.

+

IMO, ME is the greatest game story I have ever experienced. Nothing has come close to being as rich and deep as the story and the ME universe. DA:O was incredible, but it was its overall experience, but it was a little cliched (as it brought LOTR to mind many times when playing it). Had the story been as epic as ME's, I couldn't have put a suprelative on it. I get what you say about not wanting to be under the microscope of a hard core RPGer with anything you write. I am that hardcore as well, I am just a bit more diplomatic when it comes to giving constructive criticisms, and I darn well listen/read to the thoughtful retorts in like criticisms as well.

#619
Siansonea

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Otterwarden wrote...

Tommy6860 wrote...

Siansonea II wrote...

You seem to assume that I care what you think.

Let me tell you the horrible truth: I don't.

There's a reason I've ignored everything you've had to say in this thread until now. Run along now.


However, you do seem to care enough to keep replying, even though it's apparent you don't care what others think. Cognitive dissonance?


The dismissive tone clearly telegraphs an intent to infer some superiority.  One can only conjecture at this point the motivations.  Really though, stupid is as stupid does.


Clearly you haven't bothered to read anything I've written, or else you'd understand my motivation. My "motivation" is to take the wind out of this idea that those who are clamoring for a return to the Silent Era are somehow The Most Smartest Gamers Ever. You people are acting as if you're creating characters in these games. You're not. You're just making a series of selections from very limited menus. You respond to events as they are scripted. And imagining a character's voice rather than hearing it spoken aloud is NOT the pinnacle of imaginative thinking.

You want to be imaginative, be creative, and exert complete control over a character in an RPG? Well, then pen-and-paper is the most logical choice. You get to decide everything about the character except for their physical location when the game begins. You can create an illustration of your character's appearance. You can initiate combat, avoid combat, advance the main story or completely derail it. It's ALL up to you. But playing a video game and reading from a small list of lines of a screen IS NOT IMAGINATIVE. So let's just put that idea to rest. If that's your idea of using your imagination, no wonder you don't like anything but games that are exactly like games you've already played.


#620
Tommy6860

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Siansonea II wrote...

Tommy6860 wrote...

Siansonea II wrote...

Tirigon wrote...

Siansonea II wrote...

*snip*




You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.



Let me tell you the horrible truth: It doesn´t.


You seem to assume that I care what you think.

Let me tell you the horrible truth: I don't.

There's a reason I've ignored everything you've had to say in this thread until now. Run along now.


However, you do seem to care enough to keep replying, even though it's apparent you don't care what others think. Cognitive dissonance?


Oh snap! Look who’s flexing those Psychology 101 muscles. I’m sure you really patted yourself on the back for that one.


However you may take it, I don't reply in tones of condescension nor sarcasm, while putting on a superificial layer of thoughfulness as to seemingly be meaningful in my replies. That's not me and take this response how you will. If your replies are nothing but chock full of snarky, irreverent remarks to the opinions of others that didn't give reponses in kind, you shouldn't expect much. I am not that, nor will I reply as such. I am the type of person who would give you hug, even if you just brow beat someone down, if you ask for it. I have been in other forums and I left them for those reasons, that they became the dreck of snappy meaningless one-liners with no substance ad hominem.

Take this with you, and if you want to have a discussion about your thought on the game, great, as long as it doesn't devolve into senselessness, otherwise I won't reply:

Source

The Four Agreements

1. Be Impeccable with your Word:

Speak with integrity. Say only what you mean. Avoid using the Word to speak against yourself or to gossip about others. Use the power of your Word in the direction of truth and love.

2. Don’t Take Anything Personally


Nothing othersdo is because of you. What others say and do is a projection of their own reality, their own dream. When you are immune to the opinions and actions of others, you won’t be the victim of needless suffering.

3. Don’t Make Assumptions


Find the courage to ask questions and to express what you really want. Communicate with others as clearly as you can to avoid misunderstandings, sadness and drama. With just this one agreement, you can completely transform your life.

4. Always Do Your Best


Your best is going to change from moment to moment; it will be different when you are healthy as opposed to sick. Under any circumstance, simply do your best, and you will avoid self-judgment, self-abuse, and regret.

Modifié par Tommy6860, 10 avril 2011 - 02:54 .


#621
erynnar

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Tommy6860 wrote...

erynnar wrote...

Tommy6860 wrote...

Evainelithe wrote...

sleepyowlet wrote...

Not
a game for me. I grew up with games that had only male protagonists -
and I absolutely refuse to play games that force me to play as a male
any longer. I know that sounds kinda petty, but that's the way I feel. I
can't connect with a male character.
That is one of the things I
love about the BioWare games, they give me an option for a female PC.
Many, many games/devs still don't do that.

I feel the
same way about male protagonists, it's the reason why I couldn't play
The Witcher or Planescape Torment for more than 15 minutes even though I
really wanted to play and like those games. Unfortunately if this trend
of turning RPG's into interactive movies continues I won't even be able
to 'play' female protagonists anymore. I'm not interested in cut
scenes, fast action combat or picking a choice from a dialogue wheel and
hoping something 'awesome' happens.


I can go
with that as well. I loved PS:T very much, played it many timesover. But
as long as I have been doing the RPG thing (starting to push 40 years
now) , those influences to me leaning towards RPGs were passed onto me
going back to when my mother read The Hobbit to me when Iwas very young,
I then fell in love with the lore. Going through the years, it always
seemed, though, there was a male protagonist, but when the computer
gaming scene really started taking hold, I loved being able to play both
genders among the storyline races created in the games. I primarily
play a female most of the time now. I only play a male a character if a
game is deep enough that the nuances of the story really reflect
differences in how the game evolves though gender differences.

I
am on the fence about voiced protagonist and the silent protagonist. For
it to be really good for a VP, the gestures, facial expressions, and
most importantly, the inflections have to be spot on when I ask a
question, or choose an answer when interacting with my companions or
NPCs. However, it still is not as deep as using my own imagination, my
little voice in my head that does the talkign for the character that "I
want the character to be". I just feel that no VP can make the
personality of my PC as much as I can using my imagination, since the
voice is always the same. Having said that, I can be flexible and still
find wonderful depth in a game that uses a voiced protagonist, but that
game has to be special, deep and involved, sadly DA2 is none this.

DA2
really set me back since RPGs are and always will be my first love in
gaming. If this is what RPGs are to be, then it may be time for me to
move on from the gaming scene.





Otterwarden wrote...

Tirigon wrote...

Siansonea II wrote...

A lot of you seem to think that the voiced protagonist is the problem, while I posit that the actual underlying dissatisfaction stems not from the method, but the implementation. If there were 5 different male Hawke voices, and the ability to digitally raise and lower the pitch and resonance of each voice, would people be complaining as much? If you could have your own voice mastered and used as a seamless text-to-speech voice that actually sounded like a legitimate voice acting performance, would you still complain? If you could assign a set of nuanced parameters to guide a voice acting performance in a gameplay options screen, wouldn’t that be a wonderful addition? Sure, right now such ideas are pie in the sky, but they won’t always be. It’s just a matter of technology.


You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.

Let me tell you the horrible truth: It doesn´t.

Ok, I know that this poster has ruffled a lot of feathers with his or her style, and I didn't want to go back and read long wall of text to try and figure out the whole deal.  But, if I take this isolated paragraph I find myself in agreement with the idea in part.  Only in part because I do feel that much of the problem lies with what Hawke says and the insignificance of what he says to the story plot, but I do believe that once the technology permits for more variation in the delivery more people will warm up to the idea of a character being voiced.


Both of these. And Siansonea II , good points! I would love it if they had say five voices to choose from. I don't need my  voice...I think I sound like Minnie Mouse with a head cold.  But yes, I think I would be a lot more fond of the voiced protaganist.


As I said, I can go either way, but for now the silent PC is the way to go for me, I am open to the technology though. Whether or not I hear the sound of my own voice in my head, has no bearing on the personality of my PC. It is the fact that I give the sound to my protagonist through my imagination, my own self made inflections. 20 different voices wouild be cool, but if they all offered the same inflection, or even just a few, then really you only gotten different voices, not different content or intones.


Me too. I like the silent PC because, as you do, I speak for them in my head and they are all different. It really is hard to replay a character with a voice that belongs to someone else. I understand the appeal of it to others, who feel it connects them to their character, but I feel the opposite to some degree.

#622
Otterwarden

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Tommy6860 wrote...

IMO, ME is the greatest game story I have ever experienced. Nothing has come close to being as rich and deep as the story and the ME universe. DA:O was incredible, but it was its overall experience, but it was a little cliched (as it brought LOTR to mind many times when playing it). Had the story been as epic as ME's, I couldn't have put a suprelative on it. I get what you say about not wanting to be under the microscope of a hard core RPGer with anything you write. I am that hardcore as well, I am just a bit more diplomatic when it comes to giving constructive criticisms, and I darn well listen/read to the thoughtful retorts in like criticisms as well.


ME series is phenomenal in my mind as well, and I think it is because I help the writers fill in the blanks.  One of my favorite things to do was to go to Illium and just stand and watch all the vehicles zipping by.  The actual space was very small, but the panorama made it feel unlimiting.  Kirkwall was the opposite of that.  Caustrophobia sets in from moment go and it degenerates to the point of feeling trapped in an asylum of bloothirsty mobs.  I don't care what you do to a dialogue wheel at that point, my objective is to get out of the game ASAP.

Modifié par Otterwarden, 10 avril 2011 - 02:57 .


#623
Siansonea

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You would all be better served if you would actually listen to what I'm saying rather than just reflexively reject everything because you dislike my delivery style. Maybe I'm not Suzy Sunshine, but if you actually think about it, what most of you are describing as an imaginative exercise is really just fantasizing. I'm sorry, there's no nicer way to put it. There isn't a whole lot of creativity to be had in this medium, at least not at this stage of the technology. You can write backstories and fan fiction and whatnot, and that can certainly be creative and imaginative, but playing the actual game and "role-playing" within the confines of a computer game is simply not creative. It's just responding to stimuli. It's not like you're writing what your character is saying, or shaping the story in a way that the developers didn't anticipate. It's like painting by numbers and calling it Art.

#624
Otterwarden

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Siansonea II wrote...
It's not like you're writing what your character is saying, or shaping the story in a way that the developers didn't anticipate. It's like painting by numbers and calling it Art.


Ah, but the best paint by number is the one you help to develop yourself:  scan your picture, do a tracing, copy tracing to canvas, pick out your palette, mix your oils... and, yes, it is art!

#625
Tommy6860

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erynnar wrote...

Tommy6860 wrote...

erynnar wrote...

Tommy6860 wrote...

Evainelithe wrote...

sleepyowlet wrote...

Not
a game for me. I grew up with games that had only male protagonists -
and I absolutely refuse to play games that force me to play as a male
any longer. I know that sounds kinda petty, but that's the way I feel. I
can't connect with a male character.
That is one of the things I
love about the BioWare games, they give me an option for a female PC.
Many, many games/devs still don't do that.

I feel the
same way about male protagonists, it's the reason why I couldn't play
The Witcher or Planescape Torment for more than 15 minutes even though I
really wanted to play and like those games. Unfortunately if this trend
of turning RPG's into interactive movies continues I won't even be able
to 'play' female protagonists anymore. I'm not interested in cut
scenes, fast action combat or picking a choice from a dialogue wheel and
hoping something 'awesome' happens.


I can go
with that as well. I loved PS:T very much, played it many timesover. But
as long as I have been doing the RPG thing (starting to push 40 years
now) , those influences to me leaning towards RPGs were passed onto me
going back to when my mother read The Hobbit to me when Iwas very young,
I then fell in love with the lore. Going through the years, it always
seemed, though, there was a male protagonist, but when the computer
gaming scene really started taking hold, I loved being able to play both
genders among the storyline races created in the games. I primarily
play a female most of the time now. I only play a male a character if a
game is deep enough that the nuances of the story really reflect
differences in how the game evolves though gender differences.

I
am on the fence about voiced protagonist and the silent protagonist. For
it to be really good for a VP, the gestures, facial expressions, and
most importantly, the inflections have to be spot on when I ask a
question, or choose an answer when interacting with my companions or
NPCs. However, it still is not as deep as using my own imagination, my
little voice in my head that does the talkign for the character that "I
want the character to be". I just feel that no VP can make the
personality of my PC as much as I can using my imagination, since the
voice is always the same. Having said that, I can be flexible and still
find wonderful depth in a game that uses a voiced protagonist, but that
game has to be special, deep and involved, sadly DA2 is none this.

DA2
really set me back since RPGs are and always will be my first love in
gaming. If this is what RPGs are to be, then it may be time for me to
move on from the gaming scene.





Otterwarden wrote...

Tirigon wrote...

Siansonea II wrote...

A lot of you seem to think that the voiced protagonist is the problem, while I posit that the actual underlying dissatisfaction stems not from the method, but the implementation. If there were 5 different male Hawke voices, and the ability to digitally raise and lower the pitch and resonance of each voice, would people be complaining as much? If you could have your own voice mastered and used as a seamless text-to-speech voice that actually sounded like a legitimate voice acting performance, would you still complain? If you could assign a set of nuanced parameters to guide a voice acting performance in a gameplay options screen, wouldn’t that be a wonderful addition? Sure, right now such ideas are pie in the sky, but they won’t always be. It’s just a matter of technology.


You seem to assume that a long wall of text makes you seem intelligent and thus lays weight to your arguments.

Let me tell you the horrible truth: It doesn´t.

Ok, I know that this poster has ruffled a lot of feathers with his or her style, and I didn't want to go back and read long wall of text to try and figure out the whole deal.  But, if I take this isolated paragraph I find myself in agreement with the idea in part.  Only in part because I do feel that much of the problem lies with what Hawke says and the insignificance of what he says to the story plot, but I do believe that once the technology permits for more variation in the delivery more people will warm up to the idea of a character being voiced.


Both of these. And Siansonea II , good points! I would love it if they had say five voices to choose from. I don't need my  voice...I think I sound like Minnie Mouse with a head cold.  But yes, I think I would be a lot more fond of the voiced protaganist.


As I said, I can go either way, but for now the silent PC is the way to go for me, I am open to the technology though. Whether or not I hear the sound of my own voice in my head, has no bearing on the personality of my PC. It is the fact that I give the sound to my protagonist through my imagination, my own self made inflections. 20 different voices wouild be cool, but if they all offered the same inflection, or even just a few, then really you only gotten different voices, not different content or intones.


Me too. I like the silent PC because, as you do, I speak for them in my head and they are all different. It really is hard to replay a character with a voice that belongs to someone else. I understand the appeal of it to others, who feel it connects them to their character, but I feel the opposite to some degree.


Your opposing feeling is a good thing though, and I am for it. It really comes down to tastes, that's all, and different people get different effects from games that offer different content. That's OK .  You still come across though as a true RPGer, through your relevant criticisms of DA2, there's no doubting that. Some people like having their PC voivced so they can play through, while others pause to think with imagiantion what their silent PC is to say and inflect that. Either one is OK. When it becomes not OK, is when one side or the other says that it "shouldn't" be one way or the other.

Modifié par Tommy6860, 10 avril 2011 - 03:03 .