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


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#826
Tommy6860

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Tirigon wrote...

Otoh, I quite like cinematics like the battle of Ostagar or the various "meanwhile at Loghain´s" scenes during Origins.


Yes, those "in the meantime" type cutscenes added to the ongoing drama and depth of the story. They certainly can have a place in epic RPGs. Outside of those, I see little meaning to the rest of them otherwise.

#827
2papercuts

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they've basically confirmed that VO main character is going to stay

#828
DocDoomII

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But op!

If we discard the dialogue wheel we'll loose this pure-win mod!

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http://www.dragonage...ile.php?id=2623

#829
A Crusty Knight Of Colour

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Press a button, something awesome happens.

With those 3 emoticons, I can believe it.

#830
Sylvius the Mad

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Vicious wrote...

I am just really happy that they have already said the voiced protagonist is here to stay.

Did they?  I missed that.

And regardless, they haven't been the most reliable source of information about planned features.

#831
Sylvius the Mad

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Tommy6860 wrote...

I agree with most everything you've stated during the course of this thread, except this. Considering the story as follows, I think the expression follows considering the warden was not completely aware to what drinking from the cup entailed. Even Duncan was less than forthcoming up unto that point in the game. I somehow don't see someone literally dying in front of my eyes (of which I have actually experienced 4 times in my life) would not elicit some kind of visible emotional reaction.

That you can't imagine it being true doesn't mean that other people can't.

Does your character have empathy?  If not, then he might not react.  He might be a hardened soldier and used to that sort of thing.  BioWare can't know - therefore they can't decide that for you.

#832
Killjoy Cutter

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2papercuts wrote...

they've basically confirmed that VO main character is going to stay



And Bioware always does what they said they were going to do...

#833
Tommy6860

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We Tigers wrote...

Once we get into the realm of third-person cameras, I find it hard to prefer a non-voiced character. Love the way it works in Fallout, but found it occasionally frustrating in DA:O. I guess it gives that game an overall more laid-back feel, but I agree that the dead stares of the Warden were a strange sight. I don't mind missing the full text, because most of the time the icons and sample text are very clear. Maybe I'm used to it from playing both Mass Effect games and getting a sense of what those paraphrases are likely to imply.


Fallout is a totally different kind of RPG where you play solo most most of the game and any companion you have is just a slightly interactive add-on that cannot be developed, engaged in more humanly interactive means because the game is scripted as such. However, in Origins, you can develop and interact with your companions and other NPCs and what you do has a strong effect on how they view you, or how they are involved with you. The characters in Fallout existed in some spectrum of good to evil, and depending on where you fell in that spectrum, only that companion could join you if you matched that quality, even then only one companion at a time.

One problem I had with DA:O was that it wasn't clear from the dialogue options which were investigatory and which were point-of-no-return. Sometimes, that was cool; it made it feel like what I said mattered. However, it was often frustrating to miss content when I wanted to learn more about the lore from a given conversation before closing it out, and I think that's one big reason that I welcomed the dialogue wheel. There are still paths that limit the dialogue you can have, but the "Investigate"/generally left side of the wheel options help make sure you get to learn everything you can before choosing one of several move-forward options (which themselves often seemed to open up different dialogues paths). In this aspect, I think the dialogue wheel and its icons were a big success.


This is simply a matter of preference. Apologies if I sound condescending, as that is not what I am conveying here, but it sounds that a more straight up dialogue system where you know what the answers are going to be, is what you expect, is limited role-playing at best. Having the effect of not knowing what you say or ask has on your companions or NPCs is what makes the mystery of a really great RPG, engaging and interesting as well as romantic when applicable.

OTOH, the DW is a failure since many of the responses I got were not what I expected, aside from being abrupt, or it was impertinent to the choice I made. I see that it isn't an improvement since that breaks immersion when engaging characters in game. Add in that the much of the script in the game with any NPC is just broken and incongruent with the situation at hand, speaks volumes at the rushed qaulity of the game. As an example, in Darktown, you find some remains of a sister from the Chanrty (I won't give the name), and you take the remains from her, in which a mini-quest is prompted to go to the Chantry.

At the Chantry, when you give the remains to a brother, my PC says,' (paraphrasing here) "I think you misplaced this", to which the brother replies, "Bless my fool spirit, I thought I'd never see that again".

WTF?? No emotion or question to what happened to the sister, and how does my NPC actually know the brother was looking for the these remains?

Modifié par Tommy6860, 12 avril 2011 - 12:17 .


#834
MichaelXC

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*sighz* Tomato, tomato...

#835
Tommy6860

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Sylvius the Mad wrote...

That you can't imagine it being true doesn't mean that other people can't.


Except is it you that made the comment, not the others. I do not pretend to speak for other people, I can only say how I experience it. if you get it that way, that is fine.

Does your character have empathy?  If not, then he might not react.  He might be a hardened soldier and used to that sort of thing.  BioWare can't know - therefore they can't decide that for you.


Exactly, but if the character has been left with a blank look, and another posited their opposing view, would it then be less the definition because it doesn't fit yours?

It is a matter where one takes the point as you do or not how you do. I can't see a 'deer in the headlights' look myself, but that is me. I got a deeper feeling from that reaction, not one that I felt was forced upon me. Ultimately, they coild have just left it out altogether, but then no one can say what the player gets from that kind experience, and then we can go on and on with multitudes of possibilities. After all, it is a graphical expereince, not one left to just writings on a piece paper, left soley for the imagination to conjure. The emnotional look was aprpos for that part of teh game since the warden was green what becoming a warden actually entailed.

A better example for your stance would have been in the "Retrun to Ostagar" DLC, where when you find the king dead and crucified, the expression of sadness is there, though in the opening stage of the Origins quest in Ostagar, where you first meet the king, you may talk as if you totally dislike him. There, the option to do to him what grates Alistair (or some other warrior) should elicit another expresssion, or one that simply looks with no care at all.

#836
Boiny Bunny

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Unfortunately, it may well not be practical or appealing to the majority of Bioware's audience, for them to include the option to control your facial expressions for every event in the game.

Perhaps as a partial compromise, they could include a 'background' option similar to ME, which decides how you would visably react to certain events (e.g. Daveth dying after drinking from the cup) - rather than giving you 5 options for your facial expression after Daveth dies - then another 5 options for conversation after.

#837
Sylvius the Mad

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Tommy6860 wrote...

Exactly, but if the character has been left with a blank look, and another posited their opposing view, would it then be less the definition because it doesn't fit yours?

No.  The solution isn't to leave the face emotionless.  The solution is not to show the PC's face in the cutscene.

A better example for your stance would have been in the "Retrun to Ostagar" DLC, where when you find the king dead and crucified, the expression of sadness is there, though in the opening stage of the Origins quest in Ostagar, where you first meet the king, you may talk as if you totally dislike him. There, the option to do to him what grates Alistair (or some other warrior) should elicit another expresssion, or one that simply looks with no care at all.

No, you're still not getting it.  Having the emotion displayed at all where the player hasn't controlled it directly risks breaking the character.  Just because we can defend the emotion doesn't make it acceptable.

Modifié par Sylvius the Mad, 12 avril 2011 - 12:17 .


#838
Sylvius the Mad

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Boiny Bunny wrote...

Unfortunately, it may well not be practical or appealing to the majority of Bioware's audience, for them to include the option to control your facial expressions for every event in the game.

Which is why they shouldn't show the PC's face in situations like that.

#839
Tommy6860

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Boiny Bunny wrote...

Unfortunately, it may well not be practical or appealing to the majority of Bioware's audience, for them to include the option to control your facial expressions for every event in the game.

Perhaps as a partial compromise, they could include a 'background' option similar to ME, which decides how you would visably react to certain events (e.g. Daveth dying after drinking from the cup) - rather than giving you 5 options for your facial expression after Daveth dies - then another 5 options for conversation after.


Good points, but the dev cost would go through the roof having to create multiple expressions, let alone scripting them as well. I do see Mad's points though.

#840
Tommy6860

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DocDoomII wrote...

But op!

If we discard the dialogue wheel we'll loose this pure-win mod!

Image IPB
http://www.dragonage...ile.php?id=2623


Changing the expression icons doesn't fix the broken dialogue though.

#841
Gvaz

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I AGREE WITH THE OP

#842
Tommy6860

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Sylvius the Mad wrote...

Tommy6860 wrote...

Exactly, but if the character has been left with a blank look, and another posited their opposing view, would it then be less the definition because it doesn't fit yours?

No.  The solution isn't to leave the face emotionless.  The solution is not to show the PC's face in the cutscene.

A better example for your stance would have been in the "Retrun to Ostagar" DLC, where when you find the king dead and crucified, the expression of sadness is there, though in the opening stage of the Origins quest in Ostagar, where you first meet the king, you may talk as if you totally dislike him. There, the option to do to him what grates Alistair (or some other warrior) should elicit another expresssion, or one that simply looks with no care at all.

No, you're still not getting it.  Having the emotion displayed at all where the player hasn't controlled it directly risks breaking the character.  Just because we can defend the emotion doesn't make it acceptable.


This is simply your opinion, not fact, take it as you will, as I am getting it just fine. If you think it isn't a good thing, then that is for you and I am not one to say it is or isn't a good thing for anyone else, only I can judge how my reaction was to that scene.

Modifié par Tommy6860, 12 avril 2011 - 12:42 .


#843
In Exile

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AlanC9 wrote...

Sylvius the Mad wrote...
Even if I accept your description of how speech works, it's still different in kind from the wheel because you don't have to listen to your own voice to find out what it is you said.


Well, I've read some neuroscience stuff that says this is exactly what we do. But that's more In Exile's turf than mine.

Come to think of it, where is In Exile lately?


I hath been summoned.  I was busy with many things, and given the DA2 murdered my dog! reaction going around, I felt I needed to play the game until I got bored of it in isolation before really looking at what the criticism of it was.

I'll get into the old debates in a bit, but one thing I want to lament for the moment is that DA2 had a lot of really clever dialogue implementations (the "defer to character" button was brilliant) that have been lost in this sea of hatred.

#844
Embargoed

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Jerrybnsn wrote...

ItsToofy wrote...

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


Perfect!

You are my hero.


Just wanted to come in here and comment on this.

Personally, I prefer the voiced protagonist, even if it isn't an evolution of RPGs. Why? Because not hearing anything doesn't change the fact that the conversations aren't even roleplaying. If picking from a bunch of sentences in a list is more roleplaying than picking from an icon + phrase, then I'm probably missing something here.

If RPGs are an attempt to turn tabletop games into video games, then they're still missing the roleplay. Roleplaying is not picking from set dialogue choices, no matter how they're written or how many there are. Tabletop games give you the freedom of actually SAYING whatever you want, not picking and choosing from dialogue options. Roleplaying isn't sitting down and pretending that you can hear the gentle, fanciful screams of a Warden trapped in a cleverly disguised suit of linearity, it's actually getting up and assuming the role you've been given. Unless the PC is a mute, I'd rather not have him stand and look at someone while I choose between which sentence I like more. 

Hawke's conversations are actual CONVERSATIONS. Y'know, those things that people have? If my PC is forced to stand and look at someone in third-person while the other character in the conversation emotes his/her heart out, then I might ragequit DA3, if it's made of course, out of sheer boredom. 

But, if you still do enjoy a silent protagonist more, who am I to stop you? Just please don't assume that a silent protagonist automatically means MOAR ROLLPLAY.  

#845
Tommy6860

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Embargoed wrote...

Jerrybnsn wrote...

ItsToofy wrote...

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


Perfect!

You are my hero.

Roleplaying isn't sitting down and pretending that you can hear the gentle, fanciful screams of a Warden trapped in a cleverly disguised suit of linearity, it's actually getting up and assuming the role you've been given. Unless the PC is a mute, I'd rather not have him stand and look at someone while I choose between which sentence I like more. 


Your comment right there all but moots your points in the remaining parts of your reply. The fact is, and you even say it, that you are "given" the role, and therefore by that very claim, you are the no longer "playing" it; you are simply playing a character that belongs to its creator. I don 't want for someone to decide the inflections when choosing the dialogue. I can go with certain expressions for certain situations, but even then I am very limited to them.

Modifié par Tommy6860, 12 avril 2011 - 02:12 .


#846
sycophanticchallenger

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

^This

#847
steve3194

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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.


I agree with this.Mute protagonists are becoming a thing of the past and rightfully so.It makes no sense to have a party of fully voiced NPCs and yet the stories main character doesn't talk.Although voicing the protagonist may limit the amount of dialogue options it allows the games main character to have a personality which is very important in a characters like-ability. As the game Industry grows and grows we will most likely at some stage have the same flexibility with a voiced protagonist as with a mute one.

#848
A Crusty Knight Of Colour

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steve3194 wrote...

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.


I agree with this.Mute protagonists are becoming a thing of the past and rightfully so.It makes no sense to have a party of fully voiced NPCs and yet the stories main character doesn't talk.Although voicing the protagonist may limit the amount of dialogue options it allows the games main character to have a personality which is very important in a characters like-ability. As the game Industry grows and grows we will most likely at some stage have the same flexibility with a voiced protagonist as with a mute one.


I think that's the crux of the problem.

As it currently stands a voiced protagonist has much less flexibility than a mute one (dialogue options cut down, reduced, no choice in voice, etc). Which is why many people are against it. Having a voiced protagonist at this point in time means sacrificing in other areas which more traditional RPG fans consider to be more important.

I like to think it's the difference between depth and cinematics. Not to say that cinematic elements and conversations can't have depth, but it's harder to be both cinematic and contain depth in dialogue trees at the same time.

Once we get to a point where there are multiple voices to choose from, we lose the paraphrasing and the depth of conversations reaches the levels of older RPGs, I think most people will accept it. I would.

#849
inkjay

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Tommy6860 wrote...

DocDoomII wrote...

But op!

If we discard the dialogue wheel we'll loose this pure-win mod!

Image IPB
http://www.dragonage...ile.php?id=2623


Changing the expression icons doesn't fix the broken dialogue though.



But I think it puts it very well into context: useless drivel coated with cookie-cutter emotions.

#850
Merced652

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mrcrusty wrote...

steve3194 wrote...

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.


I agree with this.Mute protagonists are becoming a thing of the past and rightfully so.It makes no sense to have a party of fully voiced NPCs and yet the stories main character doesn't talk.Although voicing the protagonist may limit the amount of dialogue options it allows the games main character to have a personality which is very important in a characters like-ability. As the game Industry grows and grows we will most likely at some stage have the same flexibility with a voiced protagonist as with a mute one.


I think that's the crux of the problem.

As it currently stands a voiced protagonist has much less flexibility than a mute one (dialogue options cut down, reduced, no choice in voice, etc). Which is why many people are against it. Having a voiced protagonist at this point in time means sacrificing in other areas which more traditional RPG fans consider to be more important.

I like to think it's the difference between depth and cinematics. Not to say that cinematic elements and conversations can't have depth, but it's harder to be both cinematic and contain depth in dialogue trees at the same time.

Once we get to a point where there are multiple voices to choose from, we lose the paraphrasing and the depth of conversations reaches the levels of older RPGs, I think most people will accept it. I would.


I agree, i just find the solution of wait 20 years to be terrible.