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


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#701
Siansonea

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ItsToofy wrote...

Tirigon wrote...

sleepyowlet wrote...

Now, now, let's be nice. The two of us are obviously not worth talking to. Let's stop spamming the thread with this nonsense.


This thread is so far beyond being able to be spammed. Siansonea posted so much this thread consists entirely of spam by now:innocent::devil:


I'm even tempted to report this thread as spam, because everything that needed to be said, has been said...about 50 times each...


Everyone is free to refute anything I have been saying. I may be dominating this thread to an extent, but I do welcome any and all reasoned arguments. I think I've been very clear about the exact problem I have with the subject of this thread, but because I didn't pick all Diplomatic dialog choices, people are acting like I'm Satan. And that's a bummer, because I think even if I had been deferential and self-effacing this whole time, we would still be at an impasse, because no one seems to actually be able to step outside of their own personal experience and see how others might feel completely differently from them, while simultaneously not being inherently inferior.

#702
AlanC9

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Something a couple pages back makes me curious...

Otterwarden wrote...

Siansonea II wrote...
Once again, we're at square one. Mentally or vocally doing your own voiceover work is not a Herculean exercise in imagination. You're still just picking from a menu. The only difference is you're reading instead of listening. I don't know about anyone else, but I don't find reading to be a terribly imaginative exercise. It cracks me up how much people are patting themselves on the back for their creativity for just picturing a voice in their head instead of hearing it spoken.


I can honestly say that in the 20 years of playing cRPGs I have never once heard my own voice in my head.  This would make a great deal of sense when you consider that I role play the opposite sex and it would be kind of disruptive.  When I read the text I'm focusing on what is being offered as a dialogue choice and where that may lead me consequence wise.


So, if I'm reading these right, picking a dialog choice is a fundamentally analytic activity. You look over the options available, determine what each one of them means that your character will do in the gameworld, and select whichever one of those three or four options fits your character best.

What I'm wondering is whether everyone actually approaches the task the same way. Some posters have described the process very differently.

Do we have two radically different aproaches, or are people doing the same thing but describing the process differently?

#703
Tpiom

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Those who are complaining about the player's face are not really getting the idea. It's *your* reaction that matters.

When a NPC say like: "I'm evil - the archdemon in DA1 was my creation" you are supposed to react to it. I guess they could add a player character in shock or something, but that would be distracting as you are now looking at the responses.

DA2 spells out the responses for you - and sometimes not in the way you want.
I think I said: "(EVIL ICON) Shut up" and Hawke responded like "Lower your tone...". I wanted him to shut up - not lower his tone... there's a difference.

Also, in DA1 you have already read your line and wants to hear the NPC's response when you click, which is what you get. In DA2 you read your response - hear your PC say it (in case you forgot... as if I would?) THEN hear the NPC's response.


With a voiced actor you pretty much having several races, unless you want them to sound the same - which is pretty ridiculous. You also have a problem if you can't stand the VA...

Another issue I have is that I want to fit the voice with my face (my own imaginary voice) in DA2. But it gets difficult as there's only one voice per gender.

EDIT: Spiced it up a little! :alien:

Modifié par Tpiom, 10 avril 2011 - 07:12 .


#704
sleepyowlet

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AlanC9 wrote...

So, if I'm reading these right, picking a dialog choice is a fundamentally analytic activity. You look over the options available, determine what each one of them means that your character will do in the gameworld, and select whichever one of those three or four options fits your character best.

What I'm wondering is whether everyone actually approaches the task the same way. Some posters have described the process very differently.

Do we have two radically different aproaches, or are people doing the same thing but describing the process differently?


You might be on to something here. A few posts back someone suggested that the act of speaking as such is a gut-thing, that you don't think about what you want to say, but go with the mood of the moment, that the act of speaking is an emotional thing, and not an intellectual one, so he found the wheel more natural.

I found it really interesting to read this, because that is absolutely not true for me. Choosing what to say is an entirely intellectual thing for me, especially in a discussion. I absolutely try to leave my emotions outside and behave in a rational, logical manner. That doesn't mean my feelings aren't there. I just try to not let them control what I'm doing. I consciously think about what I want to say before I open my mouth. Maybe that's why I prefer the list/literal dialogue?

#705
sleepyowlet

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Siansonea II wrote...

All of this is perfectly reasonable. Preferring a silent protagonist is fine, as mentioned it is a matter of opinion. But I will say that much of the imaginative exercises mentioned above (backstory, etc.) could still be done with a voiced protagonist with only a few tweaks to that system. I think there needs to be much more choice when it comes to the actual voice characterization of a player character like Hawke. And I would embrace more race options and more backstory options, especially if it was a mix-and-match system that would allow you to create a customized backstory. I find that fun, and it does engage the imagination and allow for a more tailored experience. I don't really have any disagreement with any of the points people bring up in this thread except for the premise that the voiced protagonist is the big barrier to imagination and creative customization of the player character. I think it's being blamed for other shortcomings of the game.


I found that I couldn't imagine the voice thing with Hawke - and that is something I find absolutely vital. No voice artist can ever do it exactly right, because I might choose the same line for completely different reasons. I'll repost my little example here:

My two city-elves have mostly the same built, class and stat-wise, but
they are very different. One is a charming trickster, and again, most of
that happens inside my head, the other one was a very withdrawn,
sometimes angry young woman. Both told Cailan that they killed an Arl's
son because he raped their friend, but Lyrill snarled that sentence,
whereas Chaeli batted her eyelashes and said it in a sugary-sweet tone.

There is no way a voice actor would ever be able to do that, because they can't know how my character's psyche is structured. I know. So a voice actor will always destroy my character-concepts. There is no way this will ever work for me. That is why I want the silent protagonist back - as an option. I'm not saying that those who enjoy the voice aren't allowed to have it - I'm just saying that I don't want it. Even though it is certainly true that every line spoken by the protagonist means one less line for an NPC. Voice-over budgets are very set things. So SPC = more dialogue is a sad truth.

#706
Shasow

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The voice is fine, but I don't like how the options are like not what we're going to say.

*Chooses "Nice to see you"*

Hawke says: "Hello, Merrill. It's good to know you're back in town."

WTF I didn't want you to say that.

My vote is on silent. I'd rather have the options show exactly what we're going to say than what we will not say.

#707
ChickenDownUnder

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Personally I think it was how all three (wheel, the voiced PC, and the non-interactive cinematic) were handled together that made people so irate. Though how the game over all presents itself helps a great deal, as well.

Have paraphrased choices that the PC chooses from for their character worked before? Yes it has. And not even is it a Bioware game. Heavy Rain was especially good at presenting choices of what characters think and do with a sense of drama, while still giving the PC the impression of having control over what is happening to the main character, as well as give reason to care about what is going on.

Voiced PCs have also really worked well, but usually with main characters that already have a set personality that the player doesn't usually get to change much. The player is just there to enjoy the ride and explore the game world, killing things along the way. Most Final Fantasy games and I guess The Witcher fall under this category.

Non-interactive scenes.... I've yet to come across a game that doesn't have at least one of these. Nothing really to get excited about here.

Should also be noted that while the characters where certainly important, there was much emphasis of the story being told, mysteries to solve, etc.

...so yeah, it's the combination of the three that I think irks people the most. Voiced protagonist, but with very little impact over what can be said/done, in a story that really doesn't go anywhere, full of scenes that strip away even the pretense of choice.

#708
Siansonea

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sleepyowlet wrote...

Siansonea II wrote...

All of this is perfectly reasonable. Preferring a silent protagonist is fine, as mentioned it is a matter of opinion. But I will say that much of the imaginative exercises mentioned above (backstory, etc.) could still be done with a voiced protagonist with only a few tweaks to that system. I think there needs to be much more choice when it comes to the actual voice characterization of a player character like Hawke. And I would embrace more race options and more backstory options, especially if it was a mix-and-match system that would allow you to create a customized backstory. I find that fun, and it does engage the imagination and allow for a more tailored experience. I don't really have any disagreement with any of the points people bring up in this thread except for the premise that the voiced protagonist is the big barrier to imagination and creative customization of the player character. I think it's being blamed for other shortcomings of the game.


I found that I couldn't imagine the voice thing with Hawke - and that is something I find absolutely vital. No voice artist can ever do it exactly right, because I might choose the same line for completely different reasons. I'll repost my little example here:

My two city-elves have mostly the same built, class and stat-wise, but
they are very different. One is a charming trickster, and again, most of
that happens inside my head, the other one was a very withdrawn,
sometimes angry young woman. Both told Cailan that they killed an Arl's
son because he raped their friend, but Lyrill snarled that sentence,
whereas Chaeli batted her eyelashes and said it in a sugary-sweet tone.

There is no way a voice actor would ever be able to do that, because they can't know how my character's psyche is structured. I know. So a voice actor will always destroy my character-concepts. There is no way this will ever work for me. That is why I want the silent protagonist back - as an option. I'm not saying that those who enjoy the voice aren't allowed to have it - I'm just saying that I don't want it. Even though it is certainly true that every line spoken by the protagonist means one less line for an NPC. Voice-over budgets are very set things. So SPC = more dialogue is a sad truth.


I understand this completely. It seems like the divide is really along the lines of internalization vs. externalization, not that one is better than the other. Preferring an internalized experience is fine, but so is preferring an externalized experience. I'm a visual artist, so naturally I am drawn to externalized experiences. People who have different viewpoints are perfectly within their rights to have them, and in a perfect world the various game companies would give everyone what they want.

I suspect that silent protagonists are not going to come back in a big way simply by virtue of the fact that there doesn't seem to be a large backlash to the voiced protagonist amongst new customers. The voiced protagonist is a more direct experience by virtue of its external nature, and new customers respond viscerally to it. I know this because that is exactly what happened with me. I never got into 'video games' that my friends showed me before Mass Effect, and I have seen quite a few of them. But I was so taken with Mass Effect, that not only did I play it on my friend's console, but I also went out and bought my own XBox 360 and copy of the game. That is what the companies want: new people buying consoles and games. They know that the established customers are something of a captive audience, and they will probably still buy new games even if the changes made aren't to their liking. People who have been buying games for years aren't going to suddenly switch to an entirely different hobby. So making changes to attract new customers carries relatively little risk, especially if there is already a franchise loyalty with the existing customer base. Naturally there is a point beyond which the existing customers won't buy new products, and if Dragon Age 2 has reached that point with many of them, I would say that the voiced protagonist is a relatively small part of the reason. Most of the disappointment I'm seeing doesn't seem to be centered around that, but other aspects of the game.

#709
Sir Caradoc

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I loved the whole orgin stories aspect and how that choise would shape the game's storyline and side quests. It was a brilliant idea. Yet then they cut the best feat in DA2 so that we could play some wannabe-shephard. :|. Its just a matter of storywriting.  At first when I heard that they were developing DA2, i thought that these guys would really take orgins experience into next level. Maybe finally seeing dalish mage orgin, playing qunari etc.And i was thrilled to know if we could continue grey varden storyline. Well the end result is not exactly what I desired. 

As for voiced vs silent hero debate. Voiced hero is okey, even though silent protagonist is what I'd prefer. I just hate the idiotic dialog wheel. I want to see whole sentences like in orgins or in classic rpg for that matter. And by the way colouring lines (red for renegrade or blue for paragon) or using face icons is just retarded. People can read their own and decide the purpose of each dialog line.

I quess reforming the dialog and character creation is part of the same pattern as exploding enemies, teleporting ninja rogues, lack of proper battlefield camera, stupidly fast combat, silly enemy wawes, dumbed down inventory....

Modifié par Sir Caradoc, 10 avril 2011 - 06:24 .


#710
Siansonea

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Sir Caradoc wrote...

I loved the whole orgin stories aspect and how that choise would shape the game's storyline and side quests. It was a brilliant idea. Yet then they cut the best feat in DA2 so that we could play some wannabe-shephard. :|. Its just a matter of storywriting.  At first when I heard that they were developing DA2, i thought that these guys would really take orgins experience into next level. Maybe finally seeing dalish mage orgin, playing qunari etc.And i was thrilled to know if we could continue grey varden storyline. Well the end result is not exactly what I desired. 

As for voiced vs silent hero debate. Voiced hero is okey, even though silent protagonist is what I'd prefer. I just hate the idiotic dialog wheel. I want to see whole sentences like in orgins or in classic rpg for that matter. And by the way colouring lines (red for renegrade or blue for paragon) or using face icons is just retarded. People can read their own and decide the purpose of each dialog line.

I quess reforming the dialog and character creation is part of the same pattern as exploding enemies, teleporting ninja rogues, lack of proper battlefield camera, stupidly fast combat, silly enemy wawes, dumbed down inventory....


Can we have a moratorium on the use of the word "retarded"? It's offensive.

I like the symbols and abbreviated text. I don't need to know precisely what my character will say, I only need to understand the overall intent. I use the icons a lot, it keeps the conversation moving at a realistic pace. People aren't going to wait 20 seconds for you to respond in a real-life conversation, they'd look at you as if you'd fallen asleep after five seconds. The purpose of the icons is to speed up the selection process, not make it accessible to "unimaginative" people. Not everyone is a speed-reader. I was a proofreader for several years when I first started working, and the unfortunate by-product of that training was that I now read more slowly than I used to, because I was trained to read and evaluate each word for spelling and appropriateness and then evaluate the sentence for grammar problems. So I don't read at lightspeed. That doesn't make me a simpleton. I want an experience that is as close to a real conversation as possible, and I want it externalized, i.e., seeing and hearing it play out in real time. The DA2 system is pretty satisfactory to me, though of course I would like more options and more variable outcomes.

#711
Sir Caradoc

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I'm sorry my intent was not to offend. And perhaps my choise of words was imperfect.

To me using icons or colours just feels so forced. Developers are taking away something from me, the player. I want to figure out on my own which line is an evil response or which line is meant to be humorous.

Modifié par Sir Caradoc, 10 avril 2011 - 06:44 .


#712
Otterwarden

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AlanC9 wrote...

Something a couple pages back makes me curious...

Otterwarden wrote...

Siansonea II wrote...
Once again, we're at square one. Mentally or vocally doing your own voiceover work is not a Herculean exercise in imagination. You're still just picking from a menu. The only difference is you're reading instead of listening. I don't know about anyone else, but I don't find reading to be a terribly imaginative exercise. It cracks me up how much people are patting themselves on the back for their creativity for just picturing a voice in their head instead of hearing it spoken.


I can honestly say that in the 20 years of playing cRPGs I have never once heard my own voice in my head.  This would make a great deal of sense when you consider that I role play the opposite sex and it would be kind of disruptive.  When I read the text I'm focusing on what is being offered as a dialogue choice and where that may lead me consequence wise.


So, if I'm reading these right, picking a dialog choice is a fundamentally analytic activity. You look over the options available, determine what each one of them means that your character will do in the gameworld, and select whichever one of those three or four options fits your character best.

What I'm wondering is whether everyone actually approaches the task the same way. Some posters have described the process very differently.

Do we have two radically different aproaches, or are people doing the same thing but describing the process differently?

My suspicion is that they are different approaches completely.  This goes for other parts of the gameplay as well.  There are those who play willing to accept the consequences, and folks like me who reload (or check forums) when they sense that they may be heading into a no turning back moment.  Personally, I start off expecting to only play the game once, so part of my objective is to create an ideal outcome that I'm happy with.  This doesn't take away from the fact that I like to be challenged with Faustian bargains, it's just that I recognize that it is a game and I can figure out the devil's intentions in advance.  Bioware is clearly aware of this tendency as was demonstrated by a very funny line in one of the BG games where the player says something like "Go ahead and kill me, I will just reload anyway."

#713
Siansonea

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Sir Caradoc wrote...

I'm sorry my intent was not to offend. And perhaps my choise of words was imperfect.

To me using icons or colours just feels so forced. Developers are taking away something from me, the player. I want to figure out on my own which line is an evil response or which line is meant to be humorous.


And that's fine, and having a setting to turn off the icons in the Gameplay Options would be a pretty easy way to implement that. But some people find the icons to be a very helpful tool to maintain a realistic pace in conversation, so getting rid of them altogether is probably not the best idea. For that matter, having a setting to display the entire spoken phrase (or the ability to toggle between 'gist' text and full text with the L2 or something) could be easily implemented, since that text already exists as subtitles anyway. And turning off Hawke's VA is probably easy enough too. If BioWare did these things to accommodate players who prefer the silent protagonist, I certainly wouldn't object. After all, it's not taking anything away from me. My game experience is the same. It doesn't sound like it would be terribly resource intensive either, since it's essentially repurposing existing resources and turning off existing features.

#714
sleepyowlet

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Siansonea II wrote...

I understand this completely. It seems like the divide is really along the lines of internalization vs. externalization, not that one is better than the other. Preferring an internalized experience is fine, but so is preferring an externalized experience. I'm a visual artist, so naturally I am drawn to externalized experiences. People who have different viewpoints are perfectly within their rights to have them, and in a perfect world the various game companies would give everyone what they want.

I suspect that silent protagonists are not going to come back in a big way simply by virtue of the fact that there doesn't seem to be a large backlash to the voiced protagonist amongst new customers. The voiced protagonist is a more direct experience by virtue of its external nature, and new customers respond viscerally to it. I know this because that is exactly what happened with me. I never got into 'video games' that my friends showed me before Mass Effect, and I have seen quite a few of them. But I was so taken with Mass Effect, that not only did I play it on my friend's console, but I also went out and bought my own XBox 360 and copy of the game. That is what the companies want: new people buying consoles and games. They know that the established customers are something of a captive audience, and they will probably still buy new games even if the changes made aren't to their liking. People who have been buying games for years aren't going to suddenly switch to an entirely different hobby. So making changes to attract new customers carries relatively little risk, especially if there is already a franchise loyalty with the existing customer base. Naturally there is a point beyond which the existing customers won't buy new products, and if Dragon Age 2 has reached that point with many of them, I would say that the voiced protagonist is a relatively small part of the reason. Most of the disappointment I'm seeing doesn't seem to be centered around that, but other aspects of the game.


Oh, I wouldn't say it has anything to do with being a visual artist, I'm one too, remember? :happy:
But the internalized vs. the externalized experience makes sense.

And the backlash thing - there are plenty of gamers who didn't buy DA2 (like me, and I'm glad I only rented) or really regretted buying it. The second-hand shops in my area all have DA2 now, and it has been impossible to get a copy of DA:O in any of them for over a year, because people hang on to that game - only after the Ultimate Edition came out, copies of the original game started appearing in the shops. It is not so much that the gamers will change their hobby, they will more likely buy different games in the future, be it RPGs or something else entirely. I for one have great hopes for Skyrim - and I won't even miss the romance options after how badly they were handled in DA2. I will also start playing minecraft, because the concept of the game is brilliant, even though the graphics are pretty primitive (just take a look at the videos on youTube, the stuff people have been making with it is incredible and should appeal to the artist in you).
We are not a captive audience - we can (and will) move on. It is just sad that we feel like we have to, because we can't find any enjoyment here anymore.

The consequences may be obvious later, when, say, the numbers of DA3 preorders might be distinctly lower, because the old fans have been alienated, and the casual gamers have moved on to the next "shiny" in the meantime. You might not be an example for those, but they are numerous. In my country we have a saying that a sparrow in your hand is better than a pigeon on the roof - and that is certainly true. There has been a big miscalculation, or else they wouldn't give ME2 away for free now to people who buy DA2. That move reeks of desperation, in my opinion.

I agree, the voiced character isn't the only thing that is to blame, but the voiced character in combination with the wheel of WTF and the count responses and apply mechanic (is there a less verbose way of saying that?), coupled with less companion interaction is certainly a big factor. The others are the recycled maps and the twitchy combat, as well as the loss of non-combat skills. These are, in a nutshell, the big complaints I've read about here in the last couple of weeks.

Modifié par sleepyowlet, 10 avril 2011 - 07:01 .


#715
Tirigon

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Siansonea II wrote...

Now what exactly about my points is incoherent and lacking, O Paragon of Rational Thought?

How would I know?

As a general rule I don´t read any long walls of text on a forum unless they are funny.

Especially on this one, the dark background is annoying. Makes reading a chore<_<

#716
Tirigon

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Siansonea II wrote...

Point I Disagree With = Spam. <_<

By that logic, I can say the same about everything you've posted.


Of course. Most of what I post is spam or trolling.

That´s the only funny thing in this forum:devil:





And besides, people generally don´t react to my serious posts on account of being totally blown away by the awesomeness.
Image IPB

#717
Tirigon

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mgd911 wrote...

More Serial than ever guys. (ManGiraffeDog supports the voice dialogue wheel PC)


-ious

#718
sleepyowlet

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Siansonea II wrote...

Can we have a moratorium on the use of the word "retarded"? It's offensive.

I like the symbols and abbreviated text. I don't need to know precisely what my character will say, I only need to understand the overall intent. I use the icons a lot, it keeps the conversation moving at a realistic pace. People aren't going to wait 20 seconds for you to respond in a real-life conversation, they'd look at you as if you'd fallen asleep after five seconds. The purpose of the icons is to speed up the selection process, not make it accessible to "unimaginative" people. Not everyone is a speed-reader. I was a proofreader for several years when I first started working, and the unfortunate by-product of that training was that I now read more slowly than I used to, because I was trained to read and evaluate each word for spelling and appropriateness and then evaluate the sentence for grammar problems. So I don't read at lightspeed. That doesn't make me a simpleton. I want an experience that is as close to a real conversation as possible, and I want it externalized, i.e., seeing and hearing it play out in real time. The DA2 system is pretty satisfactory to me, though of course I would like more options and more variable outcomes.


Poor woman, I guess you have many cringe moments reading my posts then ;) 
I spent sevaral years of my life studying English Literature, and you don't survive that without some decent speed-reading abilities. The consequence is that it takes me about three or four seconds to read six lines of text and make a choice. When I'm not busy taking screenshots of my favourite character, that is :lol:

I just hate choosing a line I think is gold, only to discover that Hawke says something painfully inappropriate and not funny at all. I also noticed that often the paraphrase is longer than what Hawke actually says, and has been put in only for the sake of being different. That is stupid.

#719
Siansonea

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Tirigon wrote...

Siansonea II wrote...

Point I Disagree With = Spam. <_<

By that logic, I can say the same about everything you've posted.


Of course. Most of what I post is spam or trolling.

That´s the only funny thing in this forum:devil:





And besides, people generally don´t react to my serious posts on account of being totally blown away by the awesomeness.
Image IPB



So you want to participate, but not actually contribute. Nifty. I'm trying to think if I've ever seen you contribute anything of value to any conversation. I'm drawing a blank.

#720
Moirnelithe

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sleepyowlet wrote...

Oh, I wouldn't say it has anything to do with being a visual artist, I'm one too, remember? :happy:
But the internalized vs. the externalized experience makes sense.

And the backlash thing - there are plenty of gamers who didn't buy DA2 (like me, and I'm glad I only rented) or really regretted buying it. The second-hand shops in my area all have DA2 now, and it has been impossible to get a copy of DA:O in any of them for over a year, because people hang on to that game - only after the Ultimate Edition came out, copies of the original game started appearing in the shops. It is not so much that the gamers will change their hobby, they will more likely buy different games in the future, be it RPGs or something else entirely. I for one have great hopes for Skyrim - and I won't even miss the romance options after how badly they were handled in DA2. I will also start playing minecraft, because the concept of the game is brilliant, even though the graphics are pretty primitive (just take a look at the videos on youTube, the stuff people have been making with it is incredible and should appeal to the artist in you).
We are not a captive audience - we can (and will) move on. It is just sad that we feel like we have to, because we can't find any enjoyment here anymore.

The consequences may be obvious later, when, say, the numbers of DA3 preorders might be distinctly lower, because the old fans have been alienated, and the casual gamers have moved on to the next "shiny" in the meantime. You might not be an example for those, but they are numerous. In my country we have a saying that a sparrow in your hand is better than a pigeon on the roof - and that is certainly true. There has been a big miscalculation, or else they wouldn't give ME2 away for free now to people who buy DA2. That move reeks of desperation, in my opinion.

I agree, the voiced character isn't the only thing that is to blame, but the voiced character in combination with the wheel of WTF and the count responses and apply mechanic (is there a less verbose way of saying that?), coupled with less companion interaction is certainly a big factor. The others are the recycled maps and the twitchy combat, as well as the loss of non-combat skills. These are, in a nutshell, the big complaints I've read about here in the last couple of weeks.

You really should try minecraft it's fun and you won't notice the graphics since it isn't what the game is about. I found myself making screenshots of Kirkwall and trying to build it in Minecraft. I suck at it but still it keeps me occupied when I'm not prowling these forums :devil:

Anyway, I agree that the wheel and voice acting aren't what makes DA2 a disappointment, it's a combination of many things. All of which have been mentioned in the constructive criticism thread already. 

#721
Siansonea

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sleepyowlet wrote...

I just hate choosing a line I think is gold, only to discover that Hawke says something painfully inappropriate and not funny at all. I also noticed that often the paraphrase is longer than what Hawke actually says, and has been put in only for the sake of being different. That is stupid.


No argument here on that one. I have had to reload and replay a few conversations because Hawke stepped in something I wasn't expecting. Not a huge deal though. The guide text being different just for the sake of being different is rather silly. If it's a brief response, it could just as easily be verbatim.

#722
Tirigon

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Siansonea II wrote...

So you want to participate, but not actually contribute. Nifty. I'm trying to think if I've ever seen you contribute anything of value to any conversation. I'm drawing a blank.


Already forgot the "Fight for the Love" Thread?
Funny:wizard:


Seriously though, you´re not contributing anything worthwhile either.

You´re always writing a huge amount of nothing. Discussions should take place by use of short, significant responses, not looooooooooooooooong walls of nothing. We´re not in politics here.

You should consider BECOMING a politician, though. Judging by the amount of nothing they generally say in long speeches I am quite certain you´d be successful.



Edit: The post above this one, for example, was good. Brief, brought your point across, and one could actually read it without falling asleep, or forgetting the beginning before having reached the end.....

Modifié par Tirigon, 10 avril 2011 - 07:37 .


#723
Siansonea

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Tirigon wrote...

Siansonea II wrote...

So you want to participate, but not actually contribute. Nifty. I'm trying to think if I've ever seen you contribute anything of value to any conversation. I'm drawing a blank.


Already forgot the "Fight for the Love" Thread?
Funny:wizard:


Seriously though, you´re not contributing anything worthwhile either.

You´re always writing a huge amount of nothing. Discussions should take place by use of short, significant responses, not looooooooooooooooong walls of nothing. We´re not in politics here.

You should consider BECOMING a politician, though. Judging by the amount of nothing they generally say in long speeches I am quite certain you´d be successful.



Edit: The post above this one, for example, was good. Brief, brought your point across, and one could actually read it without falling asleep, or forgetting the beginning before having reached the end.....


"I don't read anything you write"

"You're always writing a huge amount of nothing"

Pick ONE. Because they pretty much contradict each other. If you don't read what I write, you can't possibly know what value it has.

#724
Moirnelithe

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Hmm David Gaider has posted something regarding the dialogue wheel. If you haven't seen it yet, here's the link: social.bioware.com/forum/1/topic/304/index/6993638&lf=8

Modifié par Evainelithe, 10 avril 2011 - 07:51 .


#725
Dervla

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Jman5 wrote...

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


My thoughs 100%