David Gaider wrote...
Torax wrote...
After thinking about it though. The allowing to highlight and see more of what is said could be a slippery slope if it's a long conversation with more than one talking. Would some then dislike not knowing the response they were given that is not shown? I'm guessing some that would already not like knowing now may also hate not being able to see the response from the companion to.
More than that. It takes out the fun of playing again to see what else is said. Like a surprise. You'd know in your first game everything you'd say. You'd just not be able to hear it.
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.
It's a suggestion I saw on these forums, anyhow, that I've brought up with the team. We'll see if it's something we can actually do. In the meantime, refining the paraphrases and the icons would be more my department.
I'm glad to see this is under consideration. It would have been most useful for me when selecting the sarcastic responses. Much of the time (probably on the order of about a third, really), this more "neutral" path was more or less what I wanted to say, but the joke told was so over-the-top I had to reload.
However, I think my biggest problems with the dialogue wheel were moments of writing (though I thought the writing was very strong, overall), not problems inherent to the wheel. A couple of examples:
1) Going after the slavers in the Amell house in Act 1, the direct option is great, right up until Hawke says "And I don't care if we KILL them," which is just something I would never say. I want to angry and direct right there, but does that necessarily mean itching at the chance to kill and thrilled to tell everyone all about it? How about something menacing and angry but with a modicum of subtlety?
2) Helping Feynriel's mom, I want to be sympathetic, but the helpful response is basically to promise that everything will absolutely be all right if I have anything to say about it whatsoever. That's not bad writing in the way that "And I don't care if we KILL them" is, but it still totally took me aback.
I think clearly maintaining the difference between diplomatic and helpful, humorous and charming, and aggressive and direct is actually really important here, contra Brockololly. I think I would probably want to use all 6 on any given playthrough (every once in a while, I really did want to fly off the handle, so I'm particularly glad that there are aggressive options). But I think my ideal Hawke would be diplomatic but not particularly helpful, direct but not particularly aggressive, with a hint of charm and humor, playing a lot pretty close to the chest.
As it was, I ended up choosing more humorous and charming responses than I really wanted because I was afraid of saying something that would come out saccharine-sweet or homicidal. The issue here really is consistency. I'm sympathetic to the enormous challenge that must be, and I think 70% of the dialogue allowed me to do just that. But those moments that really don't work are incredibly jarring.
So, being able to hover over and see the full text would be wonderful. If not, I think keeping all 6 tones and being as consistent as humanly possible about them is best. Difficult, though.