David Gaider wrote...
Personally, I wouldn't mind adding some different icons. I think, for instance, that we became a bit fixated on the icons presenting "tone" and thus missed an opportunity to have them express emotion: a happy or sad icon, for instance, that would be permission of a sort from the player for us to have the PC react to something in a more emotional way (whereas normally we avoid going too far in that direction out of a sense of not wanting to impede on the player's territory).
I think the (potential) issue with that sort of thing is how far out the "emotion" would play out. As it would happen in DA2 where you select one paraphrase or icon, Hawke says his/her bit but then Hawke comes back and does something else unprompted that went beyond a simple follow up- or was colored in such a way that left you facepalming.
The end game in particular, I think when you're trying to settle matters after Anders goes all Terrorist, I recall Hawke rattled off a bit on something like justifying why they should side with either faction- and he just kept talking, while I'm like "Ummm shut up now Hawke." Maybe that was tied to the dominant personality, I'm not sure. Or Hawke's speech at the end- I hated how he just launched into that all by himself. If the voiced PC is going to give speeches, I'd much rather they be ME style where they're broken up in chunks to allow for player input.
David Gaider wrote...
As far as the paraphrases themselves go, I don't think we'll be getting rid of them anytime soon. I do think, however, that we can and should work on refining our rules for their use (coupled with the use of better icons). I wouldn't mind seeing an option for a player to hover over a response and get some pop-up text of the resulting wording-- but that might be something that only works for the PC, and not really my forte anyhow since it involves GUI magic. But I'd be in favor of it, even if it's just for those people who will never get past their mental block regarding the paraphrases.
Eh... I really thought there were too many icons as is in DA2. I mean, really, how is a diamond indicitive of cunning? Not to mention some were defined rather broadly. Or something like the "lie" icon- without any non combat skills or stats tied to that sort of skill, how are you supposed to know it's chance of success? It definitely got to the point where I stopped caring halfway through and just went Alpha Protocol style and just quickly flicked through based almost solely on the icons- which for me at least takes a good chunk of fun out of the actual text of the dialogue itself.
But if that parpahrase/icon combined with the dialogue wheel and voiced PC is to become BioWare's Universal Sacred Cow, well meh. My objections go beyond the implementation into how many resources the whole voiced PC /cinematic everything approach sucks up when they might be used elsewhere, but so it goes I guess.
In that case, the best of a bad situation would be to maybe mouse over or right click the dialogue response to expland it into full text. Deus Ex: Human Revolution is doing something similar in that they have a more vague Intent based paraphrase, which can be expanded out into the full text. One of the issues with only having it show up via hovering or actively clicking however is that impedes the ability to sort of quickly compare and contrast the various full text options at a glance, like you can do in Origins where they're all laid out for you.
David Gaider wrote...
Possibly, but if it's, say, something that only pops up after hovering over the option for a certain length of time it'd be the player's own doing if they "ruined the surprise", so to speak. I do agree that it might be a slippery slope in terms of expectations-- but if it wasn't that difficult to implement, I wouldn't see the harm. Those people who can't get past the paraphrases/voiced PC on a philisophical level will probably never be entirely happy, but if we can put in something to make it easier for them without impeding our intent it might still be okay.
I don't think there is much of a surprise to be ruined, seeing as you should know what the PC is going to say, not just the vague gist of things. The surprise should come from the NPC's reaction to what specifically the PC said, IMO.
Modifié par Brockololly, 10 avril 2011 - 06:01 .