JabberJaww wrote...
Eurypterid wrote...
JabberJaww wrote...
I rarely found a dialog choice in DA:O (or any other RPG of that type) any where near what I would want my character to say.
The choices always ranged from the ridiculously angelic, to the ridiculously evil.
So whether or not the main is fully voiced with the dialog wheel, or the actually dialog being chosen.. we are given the choices the game developers want us to have. So you take away the fully voiced Hawke and replace it with a silent Hawke but with the EXACT same dialog lines to choose rather than hear him say them would make the game better?
You're missing the point the same way F-C is. The problem isn't the fact that you can only choose what the developers write into the game. That's fine. The issue is that with the dialog wheel you don't know what you're choosing. You make a choice and many times you end up going "What? That's not what I understood Hawke would say"
I like the dialog wheel, I get a laugh out of what is said quite a bit.
I also like the traditional dialog choices.
My point is whether or not I have to read and choose or simply choose an option on the wheel, I know going in which way I am going to play. Good or evil. So reading the choices or hearing them doesn't change my choice. Its how I want my character to play and who I want to be friends or rivals with.
I understand that Bioware games don't always cater to much bigger and larger archtypes and pathways, but why limit yourself to the good/evil paradigm?
That's less of playing a role, it's more like playing a game. I want to complete the game with max good/bad points. It's not a bad thing, but again, why limit yourself to such extremes?
Now, this isn't aimed at any game in particular, but a well written game will not always force the player to act in such a binary manner. It rewards players for crafting a personality and sticking to that personality in making choices consistent with the personality, or even changing personality as the consequences of the choices become apparent. Okay, I can't name any concrete examples, but it's a little dream of mine.

One of the eloquent conflicts that Dragon Age 2 brings up (though poorly executed) was the paradigm of Mage v Templar, where there isn't a clear distinction between good v evil. There is only two sides, both of which have their mix of good, bad and inbetweeners. How do you make the decision which one to side with (again, DA 2 flaw because it doesn't matter)?
The simple good/evil paradigm is irrelevant. These are human organisations with their own motivations and goals. Most of which, are good at the core, but are corrupted by the evil actions that make it possible. How will you decide then?
The answer would be something along the lines of you deciding based upon the choices your character has made since the beginning, combined with the personality you crafted for the character. That's ideally what roleplaying gets you. It's not going to happen with everyone, but if you are immersed in the game, invested in your character and their adventures, then that's how you will look at things.
By adding the wheel, making dialog non specific, making the protagonist voiced, it takes away the choice from the player in three important aspects that help to build that connection with the character. It also means that the character can't be explored with the same depth otherwise, because part of the character is pre-conceived and has a personality of it's own.
This is fine with an interactive story, or an interactive movie, or a JRPG. But for a cRPG? Well, it depends on the execution. If there is enough narrative and roleplaying depth, then it's forgivable. Games like Witcher and PS:T fall under this category. Similarly so the game is so far removed from being a traditional cRPG that it's no longer an issue. The Mass Effect games fall under this category.
As far as I can see however, Dragon Age 2 falls under neither.
Modifié par mrcrusty, 08 avril 2011 - 02:43 .