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Interview with David Gaider & Heather Rabatich


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#26
erynnar

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Alistairlover94 wrote...

The Ethereal Writer Redux wrote...

I don't get it either. If anything the list wasn't the problem. The silent protagonist was. You couldn't accurately gauge how you said what you picked, and that's where the problem really was.

The list was fine. It was the silence that caused reactions that people didn't want or expect.


Probably. Though that wasn't a problem for me.



Nor I. With you on that one Ali.Image IPB

#27
Genly

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Alistairlover94 wrote...

I don't get it, what aspect of the dialouge list was confusing? If anything, it allows me to choose what the PC actually says, instead of just picking "Hey! I'm a mage!" And getting "I have friends who are mages."

Alpha Protocol takes it to a whole different level. It doesn't even give you paraphrasing(not saying that I like the dialouge wheel more for it), but it just says "Sarcastic", "Direct" and so on.

In short, how is the dialouge wheel a less confusing system than actually reading what the PC is actually going to say and do?

Just to play devil's advocate (as I dont really love the conversation wheel), when you choose an option in a list of text lines, like DA:O, it's difficult to know beforehand the tone and other characteristics associated with social interactions, Much like on the internet, where sometimes you have to use emoticons and tags to convey what you really mean, along with text. Ingame, that's acomplished by the icons in the wheel.

#28
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Genly wrote...

Alistairlover94 wrote...

I don't get it, what aspect of the dialouge list was confusing? If anything, it allows me to choose what the PC actually says, instead of just picking "Hey! I'm a mage!" And getting "I have friends who are mages."

Alpha Protocol takes it to a whole different level. It doesn't even give you paraphrasing(not saying that I like the dialouge wheel more for it), but it just says "Sarcastic", "Direct" and so on.

In short, how is the dialouge wheel a less confusing system than actually reading what the PC is actually going to say and do?

Just to play devil's advocate (as I dont really love the conversation wheel), when you choose an option in a list of text lines, like DA:O, it's difficult to know beforehand the tone and other characteristics associated with social interactions, Much like on the internet, where sometimes you have to use emoticons and tags to convey what you really mean, along with text. Ingame, that's acomplished by the icons in the wheel.


Add icons next to each option in the list. Problem solved.

#29
tmp7704

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Alistairlover94 wrote...

I don't get it, what aspect of the dialouge list was confusing? If anything, it allows me to choose what the PC actually says, instead of just picking "Hey! I'm a mage!" And getting "I have friends who are mages."

Sometimes the dialogue would include sarcastic options, which could be confusing. Or cases where the player would pick a seemingly rude option in response to another character's joking, believing they're simply trading friendly jabs (something the tone would normally indicate) ... and get relationship hit as result because the option would be delivered straight and the target would take offense. A difference between picking a purple and red option in DA2 terms.

#30
TEWR

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Alistairlover94 wrote...

The Ethereal Writer Redux wrote...

I don't get it either. If anything the list wasn't the problem. The silent protagonist was. You couldn't accurately gauge how you said what you picked, and that's where the problem really was.

The list was fine. It was the silence that caused reactions that people didn't want or expect.


Probably. Though that wasn't a problem for me.


Hmm.... well I think that was the only issue with the Origins system of dialogue, even if it wasn't a problem for every player.

#31
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tmp7704 wrote...

Alistairlover94 wrote...

I don't get it, what aspect of the dialouge list was confusing? If anything, it allows me to choose what the PC actually says, instead of just picking "Hey! I'm a mage!" And getting "I have friends who are mages."

Sometimes the dialogue would include sarcastic options, which could be confusing. Or cases where the player would pick a seemingly rude option in response to another character's joking, believing they're simply trading friendly jabs (something the tone would normally indicate) ... and get relationship hit as result because the option would be delivered straight and the target would take offense. A difference between picking a purple and red option in DA2 terms.


I personally dd not have that problem. At all. I picked what I thought was a snarky option from the list, and it always was.

#32
Genly

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Forgot to add, thanks OP for the interview!

Alistairlover94 wrote...

Genly wrote...

Alistairlover94 wrote...

I don't get it, what aspect of the dialouge list was confusing? If anything, it allows me to choose what the PC actually says, instead of just picking "Hey! I'm a mage!" And getting "I have friends who are mages."

Alpha Protocol takes it to a whole different level. It doesn't even give you paraphrasing(not saying that I like the dialouge wheel more for it), but it just says "Sarcastic", "Direct" and so on.

In short, how is the dialouge wheel a less confusing system than actually reading what the PC is actually going to say and do?

Just to play devil's advocate (as I dont really love the conversation wheel), when you choose an option in a list of text lines, like DA:O, it's difficult to know beforehand the tone and other characteristics associated with social interactions, Much like on the internet, where sometimes you have to use emoticons and tags to convey what you really mean, along with text. Ingame, that's acomplished by the icons in the wheel.


Add icons next to each option in the list. Problem solved.


Yes, that would be my solution. In that case, you could even have more than one option for each 'tone' (like 2 different sarcastic options), which would add to my roleplaying. But I get the feeling people would still complain about either the "dumbing down" by using icons or the bloatness of it.

#33
TEWR

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Alistairlover94 wrote...

Genly wrote...

Alistairlover94 wrote...

I don't get it, what aspect of the dialouge list was confusing? If anything, it allows me to choose what the PC actually says, instead of just picking "Hey! I'm a mage!" And getting "I have friends who are mages."

Alpha Protocol takes it to a whole different level. It doesn't even give you paraphrasing(not saying that I like the dialouge wheel more for it), but it just says "Sarcastic", "Direct" and so on.

In short, how is the dialouge wheel a less confusing system than actually reading what the PC is actually going to say and do?

Just to play devil's advocate (as I dont really love the conversation wheel), when you choose an option in a list of text lines, like DA:O, it's difficult to know beforehand the tone and other characteristics associated with social interactions, Much like on the internet, where sometimes you have to use emoticons and tags to convey what you really mean, along with text. Ingame, that's acomplished by the icons in the wheel.


Add icons next to each option in the list. Problem solved.


Very much this. This was suggested numerous times in the Constructive criticism thread as an ideal compromise.


Alas, David Gaider has said that they like the dialogue wheel and highly doubt it will ever be removed.

#34
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The Ethereal Writer Redux wrote...

Alistairlover94 wrote...

Genly wrote...

Alistairlover94 wrote...

I don't get it, what aspect of the dialouge list was confusing? If anything, it allows me to choose what the PC actually says, instead of just picking "Hey! I'm a mage!" And getting "I have friends who are mages."

Alpha Protocol takes it to a whole different level. It doesn't even give you paraphrasing(not saying that I like the dialouge wheel more for it), but it just says "Sarcastic", "Direct" and so on.

In short, how is the dialouge wheel a less confusing system than actually reading what the PC is actually going to say and do?

Just to play devil's advocate (as I dont really love the conversation wheel), when you choose an option in a list of text lines, like DA:O, it's difficult to know beforehand the tone and other characteristics associated with social interactions, Much like on the internet, where sometimes you have to use emoticons and tags to convey what you really mean, along with text. Ingame, that's acomplished by the icons in the wheel.


Add icons next to each option in the list. Problem solved.


Very much this. This was suggested numerous times in the Constructive criticism thread as an ideal compromise.


Alas, David Gaider has said that they like the dialogue wheel and highly doubt it will ever be removed.


Sorry for sounding a bit crude here, but...GODDAMNIT!!!!!!

#35
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I'd rather keep the wheel with hover over full text, beyond that whether it's a list or a wheel is merely cosmetic and I think the wheel is easier on the eyes.

Which is something David Gaider has expressed support for, by the way.

Modifié par Filament, 31 mai 2011 - 08:37 .


#36
The Elite Elite

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Genly wrote...
Just to play devil's advocate (as I dont really love the conversation wheel), when you choose an option in a list of text lines, like DA:O, it's difficult to know beforehand the tone and other characteristics associated with social interactions, Much like on the internet, where sometimes you have to use emoticons and tags to convey what you really mean, along with text. Ingame, that's acomplished by the icons in the wheel.


So, we go from knowing what we'll say but not how it will be said, to not knowing what we'll say but knowing how it'll be said.:blink: Hopefully we'll get to know both next game.

#37
Genly

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An interesting bit about the framed narrative: "... and also have the concept of the “unreliable narrator”—such as in The Usual Suspects where you’re not certain by the end of the tale whether the narrator was telling the truth."

Retconning has never been easier. :whistle:

Modifié par Genly, 31 mai 2011 - 08:39 .


#38
bEVEsthda

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Alistairlover94 wrote...

Sylvius the Mad wrote...

element eater wrote...

 Heather Rabitach: We’ve adopted the Mass Effect-style conversation wheel, departing from our very text heavy and, at times, confusing system in Origins. One issue from fan feedback that kept coming up was that people would pick an option from the dialogue and not get the response they intended'

so to remedy that you changed to a system well known for its inability to accurately reprersent what will be said by the pc

Based on that I get the impression that Heather didn't totally buy the talking points she was trying to follow.


I don't get it, what aspect of the dialouge list was confusing? If anything, it allows me to choose what the PC actually says, instead of just picking "Hey! I'm a mage!" And getting "I have friends who are mages."

Alpha Protocol takes it to a whole different level. It doesn't even give you paraphrasing(not saying that I like the dialouge wheel more for it), but it just says "Sarcastic", "Direct" and so on.

In short, how is the dialouge wheel a less confusing system than actually reading what the PC is actually going to say and do?


Exactly. It's a lot more confusing system. Not only that, but we have from other evidence that there was an intention to surprise the player with the spoken line. Still, I suppose they aimed for both, but just failed.

Anyway and finally though: This supposed "problem" with the written dialogue list was perfectly solved (Bloodlines) by Troika one hundred years ago (and with silence!). So I'm not impressed by this dialogue wheel at all. I'm just annoyed.

#39
TEWR

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Alistairlover94 wrote...

The Ethereal Writer Redux wrote...

Alistairlover94 wrote...

Genly wrote...

Alistairlover94 wrote...

I don't get it, what aspect of the dialouge list was confusing? If anything, it allows me to choose what the PC actually says, instead of just picking "Hey! I'm a mage!" And getting "I have friends who are mages."

Alpha Protocol takes it to a whole different level. It doesn't even give you paraphrasing(not saying that I like the dialouge wheel more for it), but it just says "Sarcastic", "Direct" and so on.

In short, how is the dialouge wheel a less confusing system than actually reading what the PC is actually going to say and do?

Just to play devil's advocate (as I dont really love the conversation wheel), when you choose an option in a list of text lines, like DA:O, it's difficult to know beforehand the tone and other characteristics associated with social interactions, Much like on the internet, where sometimes you have to use emoticons and tags to convey what you really mean, along with text. Ingame, that's acomplished by the icons in the wheel.


Add icons next to each option in the list. Problem solved.


Very much this. This was suggested numerous times in the Constructive criticism thread as an ideal compromise.


Alas, David Gaider has said that they like the dialogue wheel and highly doubt it will ever be removed.


Sorry for sounding a bit crude here, but...GODDAMNIT!!!!!!


My sentiments exactly.


The only way I'll tolerate the wheel is, as I've said many times before, if what we pick is included in what we say. If I pick "I'm a mage" I expect my character to say


"I'm a mage."


If he wants to say some of his friends are mages after he's confirmed he is also a mage then I'm ok with it. Paraphrase no. Snippet of the actual line yes.

Most of what Hawke said were things I would've said too in the given circumstances (like "At least Father will have company"), but it's the principle of the matter.

Modifié par The Ethereal Writer Redux, 31 mai 2011 - 08:41 .


#40
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Genly wrote...

An interesting bit is about the framed narrative: "... and also have the concept of the “unreliable narrator”—such as in The Usual Suspects where you’re not certain by the end of the tale whether the narrator was telling the truth."

Retconning has never been easier. :whistle:


As 50% of my Origins save file was retconned, I don't see why 100% of my DA2 save file cannot.

#41
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@TEWR: Funny thing is, that TW2 sometimes doesn't paraphrase. Geralt sometimes actually says what's on the dialouge wheel.

#42
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Considering Sketch says "don't hang out with storytellers. Never know what they'll say." I bet Bioware placed that quest in there just as a last resort.

"Varric lied! Hawke actually did investigate Leandra's death! Varric just thinks Hawke is an enormous putz and wants to make him seem that way!"

#43
Genly

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The Elite Elite wrote...

Genly wrote...
Just to play devil's advocate (as I dont really love the conversation wheel), when you choose an option in a list of text lines, like DA:O, it's difficult to know beforehand the tone and other characteristics associated with social interactions, Much like on the internet, where sometimes you have to use emoticons and tags to convey what you really mean, along with text. Ingame, that's acomplished by the icons in the wheel.


So, we go from knowing what we'll say but not how it will be said, to not knowing what we'll say but knowing how it'll be said.:blink: Hopefully we'll get to know both next game.

Hehe, yes, I prefer to have both too. But I can see, for ingame mechanics (like friendship/rivalry, enemy will attack you or not...) how you say is more important than the actual what. However, for roleplaying, which is what interests me the most, I find the current system anything but ideal.

Modifié par Genly, 31 mai 2011 - 08:46 .


#44
TEWR

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Alistairlover94 wrote...

@TEWR: Funny thing is, that TW2 sometimes doesn't paraphrase. Geralt sometimes actually says what's on the dialouge wheel.


I've heard that he does, and sometimes is vastly superior to never.

#45
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The Ethereal Writer Redux wrote...

Considering Sketch says "don't hang out with storytellers. Never know what they'll say." I bet Bioware placed that quest in there just as a last resort.

"Varric lied! Hawke actually did investigate Leandra's death! Varric just thinks Hawke is an enormous putz and wants to make him seem that way!"


If Hawke even actually exists. A retcon would be really appreciated here.Image IPB

#46
bEVEsthda

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Genly wrote...

An interesting bit about the framed narrative: "... and also have the concept of the “unreliable narrator”—such as in The Usual Suspects where you’re not certain by the end of the tale whether the narrator was telling the truth."

Retconning has never been easier. :whistle:


Yes, I've pointed this out again and again in various threads.
Now my question is:
Suppose the game had been engaging, exhausting (in a good way) and an epic experience to play. A really good game. How many of you would then - upon learning that all of it, all of what you have played with passion and immersion, is just a lie, - cheer and say "Wow, how awesome. That is really soo cool. Laidlaw is soo clever." ?

How can one NOT see that tons of things about DA2 are complete disasters? It's just mindboggling.

#47
CoS Sarah Jinstar

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David Gaider: There was a lengthy post-mortem process after Origins where each part of the development team discussed what worked and what didn’t work, and what we’d like to see changed for Dragon Age II.
Then there was taking into account a lot of the feedback from the game’s release, both from the fans as well as the reviews—seeing what they wanted, or at the very least what they thought needed improvement.

Heather Rabitach: To implement these changes, enhancements needed to be made to our graphics engine for the art team and to the combat style for the gameplay group. Before entering full production this required a
lot of programming support and upgrades to our engine and tools. It was a big challenge on a tight timeline, but we had a clear vision of how we wanted the game to look and feel, so once the goals were set everyone was onboard to make the game a more accessible experience for those who are new to RPGs while still remaining tactically satisfying for those who enjoy the depth of a large-scale RPG.


Yet neither of these was done well. Depth and DA2 are pretty mortal enemies imo.

Modifié par CoS Sarah Jinstar, 31 mai 2011 - 08:51 .


#48
Genly

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Alistairlover94 wrote...

The Ethereal Writer Redux wrote...

Considering Sketch says "don't hang out with storytellers. Never know what they'll say." I bet Bioware placed that quest in there just as a last resort.

"Varric lied! Hawke actually did investigate Leandra's death! Varric just thinks Hawke is an enormous putz and wants to make him seem that way!"


If Hawke even actually exists. A retcon would be really appreciated here.Image IPB

:lol: :P
I wouldnt mind if the plot in DAIII would be like the main character is Varric, he starts by saying: "Ok, the truth now: There was no Hawke, I was the one who completely messed up the situation in Kirkwall..."

Modifié par Genly, 31 mai 2011 - 08:53 .


#49
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CoS Sarah Jinstar wrote...

David Gaider: There was a lengthy post-mortem process after Origins where each part of the development team discussed what worked and what didn’t work, and what we’d like to see changed for Dragon Age II.
Then there was taking into account a lot of the feedback from the game’s release, both from the fans as well as the reviews—seeing what they wanted, or at the very least what they thought needed improvement.

Heather Rabitach: To implement these changes, enhancements needed to be made to our graphics engine for the art team and to the combat style for the gameplay group. Before entering full production this required a
lot of programming support and upgrades to our engine and tools. It was a big challenge on a tight timeline, but we had a clear vision of how we wanted the game to look and feel, so once the goals were set everyone was onboard to make the game a more accessible experience for those who are new to RPGs while still remaining tactically satisfying for those who enjoy the depth of a large-scale RPG.


Yet neither of these was done well. Depth and DA2 are pretty mortal enemies imo.


*nods head in agreement*

Complexity and simplicity do not go hand-in-hand, IMO.

#50
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Genly wrote...

Alistairlover94 wrote...

The Ethereal Writer Redux wrote...

Considering Sketch says "don't hang out with storytellers. Never know what they'll say." I bet Bioware placed that quest in there just as a last resort.

"Varric lied! Hawke actually did investigate Leandra's death! Varric just thinks Hawke is an enormous putz and wants to make him seem that way!"


If Hawke even actually exists. A retcon would be really appreciated here.Image IPB

:lol: :P
I wouldnt mind if the plot in DAIII would be like the main character is Varric, he starts by saying: "Ok, the truth now: There was no Hawke, I was the one who completely messed the situation in Kirkwall..."


I think Varric was drunk during the interrogation, TBH.