Dialog Interrupts for DA3
#26
Guest_Puddi III_*
Posté 20 mai 2011 - 04:39
Guest_Puddi III_*
#27
Posté 20 mai 2011 - 04:45
Then Shepard acts and makes a nice funny statement on the whole 'monologuing' villain routine. I wish the system was around for KOTOR because every time Malak spoke I was thinking "I could just place mines all around him while he's just yammering endlessly about Taint this and Dark Side that.
It's always great to know the game both understands your frustration at the endless prattle AND they encourage you to be the bad ass you are and kill those who should have shut up two minutes ago.
#28
Posté 20 mai 2011 - 05:29
Though that is effectively what DA2 did with Mass Effect's dialogue system, so our skepticism isn't without foundation.JohnEpler wrote...
Just to be clear - when I say 'I like interrupts', I don't mean 'I want to take what ME2 did with the interrupt system and put it in DA2 with few alterations'.
#29
Posté 20 mai 2011 - 05:33
Sylvius the Mad wrote...
Though that is effectively what DA2 did with Mass Effect's dialogue system, so our skepticism isn't without foundation.JohnEpler wrote...
Just to be clear - when I say 'I like interrupts', I don't mean 'I want to take what ME2 did with the interrupt system and put it in DA2 with few alterations'.
Skepticism? I hope it shows up in some form in the future.
#30
Posté 20 mai 2011 - 05:35
But thats just me wanting our class to effect more things in game more than anything.
#31
Posté 20 mai 2011 - 05:44
scyphozoa wrote...
I really like the use of dialog interrupts in ME2.
I don't. I hated having to sit forward with my hand on the mouse during every cutscene rather than leaning back and just enjoying the scene.
#32
Posté 20 mai 2011 - 05:55
Example: Their Hawke's dominant personality is Humourous, but for the big climactic final speech they want him/her to really put some fire into it/be firm with those he is addressing. Two 'interupts' appear similar to ME, one with the diplomatic symbol, the other with the agression symbol; they simply select the one they wish to 'interupt' their Hawke into giving the desired response.
Not quite the usual form of interupts sure, and I can totally see them coming into play in other ways. But I think something along those lines (combining those two evolutions of 'the wheel' in the process) has merit.
#33
Posté 20 mai 2011 - 07:17
Sylvius the Mad wrote...
Though that is effectively what DA2 did with Mass Effect's dialogue system, so our skepticism isn't without foundation.JohnEpler wrote...
Just to be clear - when I say 'I like interrupts', I don't mean 'I want to take what ME2 did with the interrupt system and put it in DA2 with few alterations'.
I do not like the ME2 dialogue system that much though. It's waaay too limited, and if you don't take the Paragon or Renegade choice, you hurt what you can do later in the game. Really, there are a lot of times you should have more than just a choice of 3 ways to respond...Bioware seems to be forgetting that.
#34
Posté 20 mai 2011 - 07:49
#35
Posté 20 mai 2011 - 07:53
Such as rogue Hawke throwing a knife to the slaver leader in certain act 1 quest?Nashiktal wrote...
Eh I think I would prefer class based interupts rather than *morality* based ones.
But thats just me wanting our class to effect more things in game more than anything.
I, personally, do not look forward to interrupts. And I personally believe that we should go back to full lines.
I want to know what MY character will attempt to do before he does it.
Modifié par Xewaka, 20 mai 2011 - 07:55 .
#36
Posté 20 mai 2011 - 07:53
Perles75 wrote...
I haven't played ME2 (yet), what does "dialogue interrupts like ME2" mean?
At various points in the game, during a conversation you'll get a flashing indicator (red or blue and on the PC indicating what mouse button you can push). This lasts maybe 3 to 5 seconds. If you press the button, then you do some sort of action that changes what is going on. Renegade ones are by far the most common (I played as a paragon, btw), and typically involve shooting or killing -- though usually doing this makes the most sense at the time since it is often a "Han shot first" scenario where you are just grabbing the initiative.
Mostly it is a "do something scenematic now" button, where red is violent and blue is friendly (note that it is either red or blue, the only choice is whether you do the interrupt or skip it, not what kind of interrupt it is). Sometimes it is a bit unclear what you will do. Overall I think doing this as a dialogue option would work just as well.
#37
Posté 20 mai 2011 - 08:17
Modifié par Zeevico, 20 mai 2011 - 08:29 .
#38
Guest_Blanchefleur_*
Posté 20 mai 2011 - 09:08
Guest_Blanchefleur_*
Here's hoping it's something they consider doing.
#39
Posté 20 mai 2011 - 09:27
Modifié par TUHD, 20 mai 2011 - 09:28 .
#40
Guest_Dalira Montanti_*
Posté 20 mai 2011 - 09:35
Guest_Dalira Montanti_*
#41
Posté 20 mai 2011 - 09:45
DA2 didn't really have a interrupt per say, it more like had a special dialog choice depending on a set variable or variables that need to be met. Kinda like the skill check option that DA:O had.
Having a interrupt system in any DA game would make me go WTF??
Modifié par ZeroDragon980, 20 mai 2011 - 09:46 .
#42
Posté 20 mai 2011 - 10:36
Thank you!Drachasor wrote...
Perles75 wrote...
I haven't played ME2 (yet), what does "dialogue interrupts like ME2" mean?
At various points in the game, during a conversation you'll get a flashing indicator (red or blue and on the PC indicating what mouse button you can push). This lasts maybe 3 to 5 seconds. If you press the button, then you do some sort of action that changes what is going on. Renegade ones are by far the most common (I played as a paragon, btw), and typically involve shooting or killing -- though usually doing this makes the most sense at the time since it is often a "Han shot first" scenario where you are just grabbing the initiative.
Mostly it is a "do something scenematic now" button, where red is violent and blue is friendly (note that it is either red or blue, the only choice is whether you do the interrupt or skip it, not what kind of interrupt it is). Sometimes it is a bit unclear what you will do. Overall I think doing this as a dialogue option would work just as well.
Hmm, I don't really see the use of this in a game like Dragon Age. The possibility of ending a dialogue with a combat option is sufficient for me.
If something must be introduced in dialogues, it's additional options related to your skills/talents (of course, they have to introduce again a system of noncombat skills, that is sorely missed in Da2 and even in DAO was not developed at all), or to your level of intelligence or other attributes (it depends on the dialogue).
Modifié par Perles75, 20 mai 2011 - 10:39 .
#43
Posté 20 mai 2011 - 10:48
We could use an angst meter and if Hawke has built up enough angst before initiating an interrupt a dragon flies down and sits on the person.
I'd buy the game just for that.
Modifié par elearon1, 20 mai 2011 - 10:50 .
#44
Posté 20 mai 2011 - 11:12
Thank you!
Hmm, I don't really see the use of this in a game like Dragon Age. The possibility of ending a dialogue with a combat option is sufficient for me.
It doesn't just end dialogue.
There are times where it makes a threat, hugs someone, punches someone, stops someone from rambling and focus on the topic at hand, and it was used brilliantly in Lair of the Shadow Broker on Liara where you're trying to slow her down and talk to her.
They're not just 'and now we fight' buttons.
EDIT:
Interupts also stop characters from doing things. Like if Shepard sees a gunman pop up and aim at an innocent an icon flashes and the Player can push the person out of the gunman's sights. Or if a companion goes a little vengeful Shepard can grab their weapon and stop them from executing someone.
Think if there was an interrupt to stop some of the characters from killing another in DA2. I'm looking specifically at Huon in Act 3.
Modifié par Foolsfolly, 20 mai 2011 - 11:22 .
#45
Posté 20 mai 2011 - 11:29
imagine the Arishock .. beaten down.. and starting his last monologue.. instead of letting him finish you just kick him down the stairs. totally owned by a female bas-serabas (or whatever you spell that) .. and not even given the respect to finish his curse.. ha! =)
Modifié par Woodstock-TC, 20 mai 2011 - 11:42 .
#46
Posté 20 mai 2011 - 11:42
Woodstock-TC wrote...
cant wait for an interrupt system to be implemented in DA.. now really.. there were some specific situation where it would have epically rocked..
imagine the Arishock .. beaten down.. and starting his last monologue.. instead of letting him finish you just kick him down the stairs. totally owned by a female bas-serabas (or whatever you spell that) .. and not even given the respect to finish his curse.. ha! =)
I agree. Interrupts allow for some nice character moments.
And DA has an advantage over Mass Effect. ME has the Paragon/Renegade system which makes Interrupts reward points to players who use them and sometimes punishes them for not using them.
The DA series just has an influence system with individual companions, so you won't be punished for not using an Interrupt (although you'd be rewarded with influence for doing certain things with certain characters, obviously.)
I think you could do a more nuanced system in the DA series. One that'd really fit the series specifically and only add great '**** yeah!' moments for the PC. Something Hawke generally lacks, I can't remember something epic Hawke did.
...besides Mage Hawke's finishing 'sweep away' attack on the Rock Wraith.
#47
Posté 20 mai 2011 - 12:12
Perles75 wrote...
I haven't played ME2 (yet), what does "dialogue interrupts like ME2" mean?
There are (minor) spoilers below, but these were my favorite.
http://www.youtube.com/watch?v=N6nhyRZLDSA
Sign me up for DA interrupts. Those who would complain that interrupts foil their attempts to remain in-character can simply not use them and still remain in character.
Just don't clone ME2's system. If you stay with the Boy Scout/Smart Ass/Bastard chat routines, map one of them to the middle mouse button (or use 3 of the face buttons on a controller for consoles) so that all three are represented.
Modifié par Firefeng, 20 mai 2011 - 12:18 .
#48
Posté 20 mai 2011 - 12:14
But interrupts are good, I suppose.
#49
Posté 20 mai 2011 - 12:20
Modifié par Dragoonlordz, 20 mai 2011 - 12:21 .
#50
Posté 20 mai 2011 - 12:37





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