mrcrusty wrote...
AAHook2 wrote...
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While I agree, that would be incredibly difficult from a technical standpoint to accomplish. It's also not taking into account the possibility of your character's personality developing over time, as you have one preset personality you choose on creation.
You can't really do that properly if you define a character's personality on creation.
As for a voiced protagonist, I think paraphrasing could work if done well, but honestly, I much prefer the Alpha Protocol style of dialog options where they give you a personality tone. Instead of picking words and being angry that they don't match up with what your character says, you're able to reply in a "professional" manner, a "suave" manner, an "aggressive" manner, a "sarcastic" manner, an "honest" manner and so on.
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Finaly, the personality development we had in Dragon Age 2 was shallow. That's all there is to it. I understand that it's a result of time and technical limitations and I did like the idea of dialog and tone changing automatically to reinforce the personality. It's a good idea, but Hawke's three personalities were shallow. I'm nice, I'm "funny" or I'm angry. Wow, that passes for character depth these days?
It's things like that which make people think that Dragon Age 2 is less of an RPG or is a dumbed down one.
If people like that, more power to them. Dragon Age 2 is not a bad game when looked as a whole, especially compared to what else is on the market.
I think the balance would be for the game and the dialogue to adjust the tone of the voice according to the choices of tone the player favors.
A sort of sliding scale for personality...
There was a little bit of that actually in Dragon Age 2. I had the vague feeling that some reactions were being adjusted for the tone I most often picked. It was far too vague though and really wasn't consistent enough for me to more than note in passing.
I realize it may be asking a lot but I think if you want to define ambition for this genre, it has to come from the want to improve on what works in a drastic manner.
I liked the gate dialogue text in Origins. It was kind of like a mini-game. I did take into consideration that in Origins you chose a voice for your character and I thought this to be a general trait note. It doesn't mean that because I chose "cocky" my character could no longer be anything other than cocky.
I think it would be neat if you could determine your character's general disposition, and this would basically cull the diffrent resoponses down. For example a more solemn or professional character would get fewer options to joke, but NPCs and other characters would consider what was said to be more serious and would react as such.
This is why I liked the Coersion stat so much. You got more dialogue options out of it. It was something I made a point to invest in.
I think it would be great to have a main character note, then have a variable set of Coersion or personality adjusters that could temper or change the tone of a character over the time played.
Logistics aside, it would be closer to what I think is breakthrough territory in interactive RPG storytelling.
Railroad tracks aren't doing it. Voicing the protagonist should be only step one, really. Stopping at railroaded dialogue and narrative structure and just being happy with a voice acted protagonist is not ambitious or groundbreaking to me. RPG developers should be looking beyond.