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Dialog Interrupts for DA3


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#101
Ariella

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Kilshrek wrote...

Ariella wrote...
Last time Bioware listened to the vocal minority we got DA2 :police:


You quite sure on that? Last time I heard Bioware already knew where they wanted to take DA 2 before DAO was even cold. Of course that's all grapvine stuff, y'know.


Oh I remember the fans on the DAO forums yelling the word GENERIC at the top of their lungs for months. Everything from the story to the graphics was generic, or a rip off of Tolkien, Martin, or Jordan. (I disagreeing with these people too).

Generic and rip off could have been mantras on the board. Everyday there seemed to be a new thread about one of those two words. It was enough to make someone lose her appeitite. Honestly, a lot of the fan and critical response to DAO brought about DA2. Did Bioware go to far? Again, that's a your milage may vary situation.

I expect them to reel back somewhat and try and find a better balance between the good things in both games, but I'm an optimist that way. I've seen Bioware learn from their fans  (Neverwinter Nights is an excellent example of this) and their comments. I have hope (to quote Galen) "because it's the only thing no one has figured out how to kill yet."

#102
Harid

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Problem I had with Mass Effect 2 were the lack of Paragon interrupts, at least when only talking about the dialogue interrupts.  I don't want to get into the other issues.

Modifié par Harid, 21 mai 2011 - 02:27 .


#103
Kilshrek

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Ariella wrote...

Oh I remember the fans on the DAO forums yelling the word GENERIC at the top of their lungs for months. Everything from the story to the graphics was generic, or a rip off of Tolkien, Martin, or Jordan. (I disagreeing with these people too).

Generic and rip off could have been mantras on the board. Everyday there seemed to be a new thread about one of those two words. It was enough to make someone lose her appeitite. Honestly, a lot of the fan and critical response to DAO brought about DA2. Did Bioware go to far? Again, that's a your milage may vary situation.

I expect them to reel back somewhat and try and find a better balance between the good things in both games, but I'm an optimist that way. I've seen Bioware learn from their fans  (Neverwinter Nights is an excellent example of this) and their comments. I have hope (to quote Galen) "because it's the only thing no one has figured out how to kill yet."


I would count among those disagreeing with the generic schtick. Really, generic is too heavy to be thrown about lightly, especially by the ignorant. I've argued this before, but perhaps repetition is key. The only reason why most people could even remotely think the Darkspawn are anything like Orcs in Tolkien(and then debatable because most people would only know Tolkien's Orc image from, surprise, surprise, the movies). And then here we have Bioware trying to turn their games into movies, so what better introduction to the Darkspawn than the way the Uruk announced their arrival at Helm's Deep? Sure, we'd all seen the Uruk before then, but if you wanted an iconic image then it's hard to be tens of thousands of bloodthirsty creatures at your doorstep on a rainy night.

The actual look for darkspawn had almost no relation to your average orc. None whatsoever, any perceived similarity is exactly that, a preformed bias looking to associate an orc to the darkspawn. Of course the solution to that is to completely change how they look, remove anything else that may make them look unique (Shrieks and genlocks, really.. And then hurlocks miraculously turn into skeletors. *headdesk*) Another trait of Bioware's perhaps? At the slightest criticism, they manage to take something that works into a completely different direction, for better or worse.

Which set of fans do you want Bioware to learn from this time? Two vocal minorities, polar ends. Given the way they fix things, it's either a small tweak of something that already pisses people off, or another about face, which pisses people off. :?

I'm looking at you, suddenly ammunition in ME. And suddenly modular armour that looks good but does nothing.

#104
Ariella

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Kilshrek wrote...

Ariella wrote...

Oh I remember the fans on the DAO forums yelling the word GENERIC at the top of their lungs for months. Everything from the story to the graphics was generic, or a rip off of Tolkien, Martin, or Jordan. (I disagreeing with these people too).

Generic and rip off could have been mantras on the board. Everyday there seemed to be a new thread about one of those two words. It was enough to make someone lose her appeitite. Honestly, a lot of the fan and critical response to DAO brought about DA2. Did Bioware go to far? Again, that's a your milage may vary situation.

I expect them to reel back somewhat and try and find a better balance between the good things in both games, but I'm an optimist that way. I've seen Bioware learn from their fans  (Neverwinter Nights is an excellent example of this) and their comments. I have hope (to quote Galen) "because it's the only thing no one has figured out how to kill yet."


I would count among those disagreeing with the generic schtick. Really, generic is too heavy to be thrown about lightly, especially by the ignorant. I've argued this before, but perhaps repetition is key. The only reason why most people could even remotely think the Darkspawn are anything like Orcs in Tolkien(and then debatable because most people would only know Tolkien's Orc image from, surprise, surprise, the movies). And then here we have Bioware trying to turn their games into movies, so what better introduction to the Darkspawn than the way the Uruk announced their arrival at Helm's Deep? Sure, we'd all seen the Uruk before then, but if you wanted an iconic image then it's hard to be tens of thousands of bloodthirsty creatures at your doorstep on a rainy night.


Agreed, though I think the biggest "generic or rip off" on that end was the siege of Denerim.

The actual look for darkspawn had almost no relation to your average orc. None whatsoever, any perceived similarity is exactly that, a preformed bias looking to associate an orc to the darkspawn. Of course the solution to that is to completely change how they look, remove anything else that may make them look unique (Shrieks and genlocks, really.. And then hurlocks miraculously turn into skeletors. *headdesk*) Another trait of Bioware's perhaps? At the slightest criticism, they manage to take something that works into a completely different direction, for better or worse.


I also agree the original darkspawn versions looked nothing like orcs or goblins etc. I thought the shieks were one of the best creature designs I'd seen, and it made me wonder about the elves that the corruption would take them so far from a humanoid apperance whereas the genlocks and hurlocks had a basic humaniod shape.

The new hurlocks look more like mummies to me than Skeletor, and I was a big fan of both He Man and She Ra back in the day. I would have got rid of the chain coifs (I hated them in Awakening with the "evolved" Darkspawn) given them whisps of hair, used more diseased earthy colors for them, and made their armor really rotted. But that's just me.This is one of those instances I wish I could draw.

Which set of fans do you want Bioware to learn from this time? Two vocal minorities, polar ends. Given the way they fix things, it's either a small tweak of something that already pisses people off, or another about face, which pisses people off. :?


Bioware needs to be like any good politician and come up with a compromise between the two, a middle ground that will give them a chance to tell the stories they want but give the fans some of what they want to. Of course if they do the fringes of both sides will be screaming bloody murder, which is an indication of a good compromise usually :).

I'm looking at you, suddenly ammunition in ME. And suddenly modular armour that looks good but does nothing.


I had nothing to do with either of those. I liked the armor and weapons as they were in ME. The only thing that annoyed me was how hard it was to manage mods in inventory outside of putting them in the weapons. That was it. I even wish they'd have gone back to the much classier love scene in ME. I praying for that for ME 3.

#105
Kilshrek

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Ariella wrote...

Agreed, though I think the biggest "generic or rip off" on that end was the siege of Denerim.

I also agree the original darkspawn versions looked nothing like orcs or goblins etc. I thought the shieks were one of the best creature designs I'd seen, and it made me wonder about the elves that the corruption would take them so far from a humanoid apperance whereas the genlocks and hurlocks had a basic humaniod shape.

The new hurlocks look more like mummies to me than Skeletor, and I was a big fan of both He Man and She Ra back in the day. I would have got rid of the chain coifs (I hated them in Awakening with the "evolved" Darkspawn) given them whisps of hair, used more diseased earthy colors for them, and made their armor really rotted. But that's just me.This is one of those instances I wish I could draw.

Bioware needs to be like any good politician and come up with a compromise between the two, a middle ground that will give them a chance to tell the stories they want but give the fans some of what they want to. Of course if they do the fringes of both sides will be screaming bloody murder, which is an indication of a good compromise usually :).

I had nothing to do with either of those. I liked the armor and weapons as they were in ME. The only thing that annoyed me was how hard it was to manage mods in inventory outside of putting them in the weapons. That was it. I even wish they'd have gone back to the much classier love scene in ME. I praying for that for ME 3.


Quoting broken down quotes is a nightmare for a lazy person like me, I'm sorry..

I suppose we'll just have to get used to the idea that they love the new "generic" instead of the old "generic", and the new "generic" doesn't even bother with ramshackle or salvaged armour, making them more like WH 40k orks instead. There, another generic rip off. Get original, Bioware. :whistle:

And I never knew politicians actually listened, the cynic in me (and I'm currently a viewer on ozpolitics.com[do not google I don't even know if it's a site, I'm just BS'ing] and like politics anywhere you get your choice of "I'm not listening but I'm pretending" or "I'm pretending to listen while listening to the other guy listening") so I don't know about middle grounds. Like I said about ME(and I'm not blaming you for it or anything like that, as your response sort of implied to me that I implied you were among those at fault) the way BW seem to deal with criticism is to do something absolutely radical with it. Which left us with enemies falling out of the sky and teleportation in DA 2.

So the vocal minority(supported of course by the silent majority whose opinion was gathered without them ever expressing it) said "Oh Bioware, why do I have to deal with inventory?". And behold! Bioware did listen to their pleas, thus in ME 2 there shall be no inventory, for Bioware is a benevolent deity. "Oh Bioware, why do I have to deal with rubbish like blank vellum in my regular inventory?". Lo! And there was a junk tab for even more junk items in DA 2, for Bioware does care for their supplicants. :innocent:

Totally straight faced, yo.

#106
KennethAFTopp

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JohnEpler wrote...

I'm a big fan of the interrupt system, personally. I believe you can still implement it without the necessity of attaching it to a Paragon/Renegade sort of meter, though I would agree that you have to be careful about telegraphing them properly and ensuring that the person who uses them has at least some idea what's going to happen.


Maybe a little animated dude who is doing the action?
instead of a renegade or paragon image.

#107
Faust1979

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Sylvius the Mad wrote...

No. Absolutely not. The player needs to be able to take the time to determine whether a given action would be in-character for the PC, and the interrupts as they were implemented in ME2 were sufficiently vague that the player could never know what was going to happen with anything approaching certainy.

Interrupts of any sort are a terrible idea.


They weren't vague it was pretty clear which side is paragon and which side if Renegade.  You just pull the trigger for which character your path is on

#108
Ariella

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Kilshrek wrote...

Ariella wrote...

Agreed, though I think the biggest "generic or rip off" on that end was the siege of Denerim.

I also agree the original darkspawn versions looked nothing like orcs or goblins etc. I thought the shieks were one of the best creature designs I'd seen, and it made me wonder about the elves that the corruption would take them so far from a humanoid apperance whereas the genlocks and hurlocks had a basic humaniod shape.

The new hurlocks look more like mummies to me than Skeletor, and I was a big fan of both He Man and She Ra back in the day. I would have got rid of the chain coifs (I hated them in Awakening with the "evolved" Darkspawn) given them whisps of hair, used more diseased earthy colors for them, and made their armor really rotted. But that's just me.This is one of those instances I wish I could draw.

Bioware needs to be like any good politician and come up with a compromise between the two, a middle ground that will give them a chance to tell the stories they want but give the fans some of what they want to. Of course if they do the fringes of both sides will be screaming bloody murder, which is an indication of a good compromise usually :).

I had nothing to do with either of those. I liked the armor and weapons as they were in ME. The only thing that annoyed me was how hard it was to manage mods in inventory outside of putting them in the weapons. That was it. I even wish they'd have gone back to the much classier love scene in ME. I praying for that for ME 3.


Quoting broken down quotes is a nightmare for a lazy person like me, I'm sorry..

I suppose we'll just have to get used to the idea that they love the new "generic" instead of the old "generic", and the new "generic" doesn't even bother with ramshackle or salvaged armour, making them more like WH 40k orks instead. There, another generic rip off. Get original, Bioware. :whistle:

And I never knew politicians actually listened, the cynic in me (and I'm currently a viewer on ozpolitics.com[do not google I don't even know if it's a site, I'm just BS'ing] and like politics anywhere you get your choice of "I'm not listening but I'm pretending" or "I'm pretending to listen while listening to the other guy listening") so I don't know about middle grounds. Like I said about ME(and I'm not blaming you for it or anything like that, as your response sort of implied to me that I implied you were among those at fault) the way BW seem to deal with criticism is to do something absolutely radical with it. Which left us with enemies falling out of the sky and teleportation in DA 2.

So the vocal minority(supported of course by the silent majority whose opinion was gathered without them ever expressing it) said "Oh Bioware, why do I have to deal with inventory?". And behold! Bioware did listen to their pleas, thus in ME 2 there shall be no inventory, for Bioware is a benevolent deity. "Oh Bioware, why do I have to deal with rubbish like blank vellum in my regular inventory?". Lo! And there was a junk tab for even more junk items in DA 2, for Bioware does care for their supplicants. :innocent:

Totally straight faced, yo.



Okay, no more broken quotes just for you :).

And as for my response about ME, I was just teasing you back a bit :)

Anyway, on a more serious note, they do tend to listen to feedback both what they get from the critics and what they get from fans, and what they manage to pick up from focus groups etc.

I follow politics, US and international, and people do listen if you manage to make the points and get the attention. And usually, in politics as in life, it's a good compromise if both the extremely vocal sides are complaining they didn't get what they wanted.

I did see them do it with NWN. They also took feedback (mostly on the diologue system which even I hated) on DAA.

They're still trying to find a system that works for the world they've created, without having to resort back to a D&D style. Have they fumbled, yes, on occation, but they'll find it. I believe that because after watching the evolution of Bioware since NWN and having stepped into the spot light, I know how passionate most of these people are about their games. These really are their kids, as much as many of them may have flesh and blood children too, and they are proud of the work they do. They also always try to do better.

#109
Dragoonlordz

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David Gaider wrote...

Next up - I demand we change the DA franchise into a hip hopera.


If this means a mass dance-off against the final boss, I'm totally down for that.


Combination of the two concepts while in dialogue an interrupt pops up on screen, clicking or using it and your character bursts into dance regardless of the situation plot or story wise and most importantly at the most inappropriate moments. :lol:

For example talking with Meredith and Orsino at that specific confrontation they ask you which you agree with and suddenly an interrupt option appears. Hawke uses it and suddenly starts dancing Disco Fever instead.

At Sundermount when summons who my Warden killed she appears and interrupt appears, he then starts singing the hills are alive with the sound of music and tra la la skipping and dancing instead.

The confrontation between Isabella and Aveline as they face off an interrupt appears, Hawke just starts singing 'and I will always love you..'

Modifié par Dragoonlordz, 21 mai 2011 - 10:09 .


#110
Faust1979

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Dragoonlordz wrote...

David Gaider wrote...

Next up - I demand we change the DA franchise into a hip hopera.


If this means a mass dance-off against the final boss, I'm totally down for that.


Combination of the two concepts while in dialogue an interrupt pops up on screen, clicking or using it and your character bursts into dance regardless of the situation plot or story wise and most importantly at the most inappropriate moments. :lol:

For example talking with Meredith and Orsino at that specific confrontation they ask you which you agree with and suddenly an interrupt option appears. Hawke uses it and suddenly starts dancing Disco Fever instead.

At Sundermount when summons who my Warden killed she appears and interrupt appears, he then starts singing the hills are alive with the sound of music and tra la la skipping and dancing instead.

The confrontation between Isabella and Aveline as they face off an interrupt appears, Hawke just starts singing 'and I will always love you..'


why no smooth criminal?

#111
Dragoonlordz

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Faust1979 wrote...

why no smooth criminal?


Trying to think of the most inappropriate time for it and struggling. Maybe finding that guy in your wardrobe then would be a good time for that song. :D

#112
Guest_Alistairlover94_*

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Dragoonlordz wrote...

David Gaider wrote...


Next up - I demand we change the DA franchise into a hip hopera.


If this means a mass dance-off against the final boss, I'm totally down for that.


Combination of the two concepts while in dialogue an interrupt pops up on screen, clicking or using it and your character bursts into dance regardless of the situation plot or story wise and most importantly at the most inappropriate moments. :lol:

For example talking with Meredith and Orsino at that specific confrontation they ask you which you agree with and suddenly an interrupt option appears. Hawke uses it and suddenly starts dancing Disco Fever instead.

At Sundermount when summons who my Warden killed she appears and interrupt appears, he then starts singing the hills are alive with the sound of music and tra la la skipping and dancing instead.

The confrontation between Isabella and Aveline as they face off an interrupt appears, Hawke just starts singing 'and I will always love you..'



#113
Faust1979

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Dragoonlordz wrote...

Faust1979 wrote...

why no smooth criminal?


Trying to think of the most inappropriate time for it and struggling. Maybe finding that guy in your wardrobe then would be a good time for that song. :D


what about if you are roleplaying a thief and you steal something or pick pocket someone you pull the trigger and everyone breaks out into dance

#114
Dragoonlordz

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Alistairlover94 wrote...

Dragoonlordz wrote...

David Gaider wrote...


Next up - I demand we change the DA franchise into a hip hopera.


If this means a mass dance-off against the final boss, I'm totally down for that.


Combination of the two concepts while in dialogue an interrupt pops up on screen, clicking or using it and your character bursts into dance regardless of the situation plot or story wise and most importantly at the most inappropriate moments. :lol:

For example talking with Meredith and Orsino at that specific confrontation they ask you which you agree with and suddenly an interrupt option appears. Hawke uses it and suddenly starts dancing Disco Fever instead.

At Sundermount when summons who my Warden killed she appears and interrupt appears, he then starts singing the hills are alive with the sound of music and tra la la skipping and dancing instead.

The confrontation between Isabella and Aveline as they face off an interrupt appears, Hawke just starts singing 'and I will always love you..'




I was half expecting a Predator '3 dot' weapon aim symbol to appear on Tidus in that video, reminded me of the predator films with colour changes going on.

#115
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Dragoonlordz wrote...

Alistairlover94 wrote...

Dragoonlordz wrote...

David Gaider wrote...



Next up - I demand we change the DA franchise into a hip hopera.


If this means a mass dance-off against the final boss, I'm totally down for that.


Combination of the two concepts while in dialogue an interrupt pops up on screen, clicking or using it and your character bursts into dance regardless of the situation plot or story wise and most importantly at the most inappropriate moments. :lol:

For example talking with Meredith and Orsino at that specific confrontation they ask you which you agree with and suddenly an interrupt option appears. Hawke uses it and suddenly starts dancing Disco Fever instead.

At Sundermount when summons who my Warden killed she appears and interrupt appears, he then starts singing the hills are alive with the sound of music and tra la la skipping and dancing instead.

The confrontation between Isabella and Aveline as they face off an interrupt appears, Hawke just starts singing 'and I will always love you..'




I was half expecting a Predator '3 dot' weapon aim symbol to appear on Tidus in that video, reminded me of the predator films with colour changes going on.


Replace Tidus with evil EA overlord, and i'm happy. The idiot does get some pretty damn good character development, especially towards the ending.

#116
Dragoonlordz

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Faust1979 wrote...

what about if you are roleplaying a thief and you steal something or pick pocket someone you pull the trigger and everyone breaks out into dance


lol if at the enterance to the city trying to get in first time where they all bunched around the guards, interrupt appears and they all stop to do something like this.. A mob flashdance.



#117
Faust1979

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Dragoonlordz wrote...

Faust1979 wrote...

what about if you are roleplaying a thief and you steal something or pick pocket someone you pull the trigger and everyone breaks out into dance


lol if at the enterance to the city trying to get in first time where they all bunched around the guards, interrupt appears and they all stop to do something like this.. A mob flashdance.




that video was pretty cool

#118
Drachasor

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Anyhow, regarding interrupts, I only have a couple problems with them in ME2. First I am a bit uncomfortable with how some of them assign renegade points for a "Han Shot First" situation (where you just initiate a combat that's about to happen no matter what). I tend to think those should be devoid of any "moral" connotation (unlike say beating someone in an interrogation). A second concern is that it is sometimes unclear what you will be doing. The "kill the mechanic" one, which arguably doesn't even need to be an interrupt, is unclear because I know a lot of people who just thought they'd be knocking the mechanic out. That, however, is an example of something that could be turned into a moral choice, I think, if you sometimes chose between a "good" and "evil" interrupt, that would make the system more interesting and have more depth (or perhaps nice/diplomatic, funny, and aggressively violent). Not everything would be able to have depth like that, but it would also help avoid situations where you do something you really didn't mean to do.

Beyond that, I am sort of wary of them getting overused. I guess it is a tricky design question though. Do you sometimes have a dialogue option giving possible actions or always stick to actions being interrupts for consistency and clarity for the player? I'd lean towards making interrupts for when it is a split-second decision and "dialogue" options for when you'd have time to think it over (such as knocking out the mechanic).

Hmm, I suppose you could even have interrupts that have a short phrase indicating what you will do and that solves both problems (e.g. mechanic scenario in ME2 would have "kill him" when it flashes). Well, it doesn't solve the problem of letting someone think it over, perhaps letting people have a pause button? That way if they like to give some thought, they can pause during the window and decide if they want to do the interrupt or skip it (and this wouldn't hurt anyone else's experience at all). Hmm, even an auto-pause at interrupts option in the interface could then be added.

Hmm, regarding the dialogue wheel in general, does it ever feel to anyone else like choices are far more limited with the wheel than in games that didn't have it? An issue of concern.

#119
Dragoonlordz

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Drachasor wrote...

Hmm, I suppose you could even have interrupts that have a short phrase indicating what you will do and that solves both problems (e.g. mechanic scenario in ME2 would have "kill him" when it flashes). Well, it doesn't solve the problem of letting someone think it over, perhaps letting people have a pause button? That way if they like to give some thought, they can pause during the window and decide if they want to do the interrupt or skip it (and this wouldn't hurt anyone else's experience at all). Hmm, even an auto-pause at interrupts option in the interface could then be added.


If they do that then might aswell not be an interrupt at all and instead just another dialogue choice though. Imho it shouldn't be tied to either side renegade or paragon stylings. Its a instinctual reaction or response, act without thinking type thing. If you add time to think and tell you what exactly will happen then theres no point in having it other than as one more line of dialogue to pick from, that results in different words or actions in the cinematic just like all the other dialogue is so no longer would be an interrupt.

Modifié par Dragoonlordz, 21 mai 2011 - 10:53 .


#120
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Drachasor wrote...
Beyond that, I am sort of wary of them getting overused.


I agree about the overuse of interrupts. I think partly why interrupts in ME2 were successful is because they were used sparringly. I think the interrupt mechanic needs to be used conservatively or else it risks undermining the dialog wheel mechanic. Interrupts should only occur in specific circumstances where the designers can take full advantage of the interrupt function in presenting the player with a unique permutation.

Modifié par scyphozoa, 22 mai 2011 - 12:28 .


#121
Drachasor

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Dragoonlordz wrote...

Drachasor wrote...

Hmm, I suppose you could even have interrupts that have a short phrase indicating what you will do and that solves both problems (e.g. mechanic scenario in ME2 would have "kill him" when it flashes). Well, it doesn't solve the problem of letting someone think it over, perhaps letting people have a pause button? That way if they like to give some thought, they can pause during the window and decide if they want to do the interrupt or skip it (and this wouldn't hurt anyone else's experience at all). Hmm, even an auto-pause at interrupts option in the interface could then be added.

If they do that then might aswell not be an interrupt at all and instead just another dialogue choice though. Imho it shouldn't be tied to either side renegade or paragon stylings. Its a instinctual reaction or response, act without thinking type thing. If you add time to think and tell you what exactly will happen then theres no point in having it other than as one more line of dialogue to pick from, that results in different words or actions in the cinematic just like all the other dialogue is so no longer would be an interrupt.


It should be acting without thinking for who?  The character clearly has time to think for many of them.  The player is also given time to think and decide to respond or not.  The only problem is sometimes the player doesn't know what he is being given time to consider.  The main reason why it is a limited time, I would wager, is to keep a "in the moment" feel to it, even though that moment is stretched out in a way that is unrealistic (though good for the game).  This sort of thing ALSO allows you interrupt when someone else is talking or doing something, as many of these work, and that is when a dialogue option doesn't work well (hence where the term "interrupt" comes from, I think).

Do you seriously think that a player shouldn't know if he is going to kill a guy or knock him out when he pushes for an interrupt?  That he shouldn't know if he's going to beat up a scared civilian or grab the gun that is being shakily pointed at him?  What is the advantage of the player not having any idea what his character is going to do?  Seems like it undermines the RPG element to leave the player in the dark on the thinking of his own character.

#122
Dragoonlordz

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Drachasor wrote...

It should be acting without thinking for who?  The character clearly has time to think for many of them.  The player is also given time to think and decide to respond or not.  The only problem is sometimes the player doesn't know what he is being given time to consider.  The main reason why it is a limited time, I would wager, is to keep a "in the moment" feel to it, even though that moment is stretched out in a way that is unrealistic (though good for the game).  This sort of thing ALSO allows you interrupt when someone else is talking or doing something, as many of these work, and that is when a dialogue option doesn't work well (hence where the term "interrupt" comes from, I think).

Do you seriously think that a player shouldn't know if he is going to kill a guy or knock him out when he pushes for an interrupt?  That he shouldn't know if he's going to beat up a scared civilian or grab the gun that is being shakily pointed at him?  What is the advantage of the player not having any idea what his character is going to do?  Seems like it undermines the RPG element to leave the player in the dark on the thinking of his own character.


If every time you get an interrupt it pauses the game allows you to read what your going to do and then think about if your going to do it, it simply wont work. A reaction or action in a lot of cases does not in RL give you time to 'umm and ahh' about it, till make a decision. There is a limited time to act upon those impulses and choices in given situations. Hence the term fight or flee response, a reaction based on instinct.

I'm coming at this as a method for reacting and acting on instinct (a short time frame impulse style interrupt), while you seem to be coming from an extra dialogue or even choice system where the is no time limit because it pauses after every possible interrupt pop up to make up for fact you wish to debate with yourself if you want to do it or not...

To me that defeats the point in a way the issue of limited time to act while event is ongoing, however as a comphremise maybe the interrupt icon could say one word relating to the action but NO pausing time to 'umm and ahh' about if want to do it. For example icon say word "kill", "shoot", "punch", "dance" or "disarm" but thats the only comphremise I would be willing to make and certainly no pausing the event to decide it.

Modifié par Dragoonlordz, 22 mai 2011 - 12:39 .


#123
elearon1

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David Gaider wrote...

If this means a mass dance-off against the final boss, I'm totally down for that.


If you've never played "Stubbs: Zombie without a Cause" you're missing out ... totally has a dance off with one of the bosses. 

#124
Drachasor

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Dragoonlordz wrote...

If every time you get an interrupt it pauses the game allows you to read what your going to do and then think about if your going to do it, it simply wont work. A reaction or action in a lot of cases does not in RL give you time to 'umm and ahh' about it, till make a decision. There is a limited time to act upon those impulses and choices in given situations. Hence the term fight or flee response, a reaction based on instinct.

I'm coming at this as a method for reacting and acting on instinct (a short time frame impulse style interrupt), while you seem to be coming from an extra dialogue or even choice system where the is no time limit because it pauses after every possible interrupt pop up to make up for fact you wish to debate with yourself if you want to do it or not...

To me that defeats the point in a way the issue of limited time to act while event is ongoing, however as a comphremise maybe the interrupt icon could say one word relating to the action but NO pausing time to 'umm and ahh' about if want to do it. For example icon say word "kill", "shoot", "punch", "dance" or "disarm" but thats the only comphremise I would be willing to make and certainly no pausing the event to decide it.


Hey, if you don't want to pause, you don't have to.  I don't think I'd use it myself, but there have been people on the ME2 forums that have disliked interrupts because they doesn't let them think about how their character would act.  An option to pause doesn't hurt anyone.

Modifié par Drachasor, 22 mai 2011 - 01:19 .


#125
Guest_simfamUP_*

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Sylvius the Mad wrote...

No. Absolutely not. The player needs to be able to take the time to determine whether a given action would be in-character for the PC, and the interrupts as they were implemented in ME2 were sufficiently vague that the player could never know what was going to happen with anything approaching certainy.

Interrupts of any sort are a terrible idea.


Maybe for you, but the whole situation becomes much more organic when you suddenly grab hold of your lover and kiss her. It feels very... real.

I don't see how this defects from roleplaying since it's a choice not a forced response. 

I could have definatley used it more than once in DA2. But I agree with you to a point. In important plot points the option should be erased, even if logic dictates it should be used.