Improving the dialogue wheel in ME3
#1
Guest_Trust_*
Posté 23 juin 2011 - 05:41
Guest_Trust_*
It happens many times that when I choose a dialogue response, Shepard ends up saying something completely different then what I expected.
Many other players mentioned this as well. It's one the main things that disconnects them from Shepard and the story, which ruins the experience.
Before every possible conversation I always make sure I save the game first. Then after that I end up reloading the save a number of times and repeating the conversation all over until I get the most desired result. You can imagine how irritating this can be.
I do realize that top choice = paragon, middle option = neutral, bottom option = renegade. This may be slightly helpful in some situations but I still didn't know what Shepard was going to *say*. The dialogue wheel is like a guessing game which only gives you vague ideas.
I want to know what my character is going to say, especially if it's an RPG.
I read an idea from the DA2 forums and I think a simple solution to this would be to have some sort of a pop-up box appear by pressing a specific button (example, B on Xbox 360 and right click on PC) over a response, which would then show exactly what Shepard is going to say if the player selects it.
It would solve this problem for me and many other ME players. It would give us more control over Shepard.
It's also optional. Giving more information is a good thing and players don't have to use it if they don't like it.
The poll is right here.
Another thing, please assign different buttons for skipping the dialogue and choosing the dialogue. It happens a lot that while we're skipping dialogues and cutscenes we accidently end up choosing a response which we didn't intend.
I would say that for Xbox 360, make X a skip only button and make A a select only button.
Thoughts?
#2
Posté 23 juin 2011 - 05:43
#3
Guest_Trust_*
Posté 23 juin 2011 - 05:49
Guest_Trust_*
Knight of Dane wrote...
*snip*
Really? Where?
#4
Posté 23 juin 2011 - 05:50
http://social.biowar...index/7683047/1AwesomeEffect2 wrote...
Knight of Dane wrote...
*snip*
Really? Where?
#5
Posté 23 juin 2011 - 05:53
http://social.biowar...3/index/7603676AwesomeEffect2 wrote...
Knight of Dane wrote...
*snip*
Really? Where?
http://social.biowar...3/index/7555612
#6
Guest_Trust_*
Posté 23 juin 2011 - 05:57
Guest_Trust_*
#7
Posté 23 juin 2011 - 06:00
If this is added, it definitely should just be an optional button you press to see it, because I don't really need it or want it.
#8
Posté 23 juin 2011 - 06:05
#9
Posté 23 juin 2011 - 06:11
There are much, much more important things to do when improving the dialogue wheel, like clearly separating Friend and Romance choices, and making it so that the "next" button and the "select dialogue" button are different.
#10
Posté 23 juin 2011 - 06:27
#11
Posté 23 juin 2011 - 06:32
Smeelia wrote...
Seems reasonable, I don't think I'd use it but I can't see why it'd be a problem and it probably wouldn't be that difficult to implement (you'd just need to show the next subtitle for that option when the button is pressed/held and there are spare buttons on controllers/keyboards).
Yeah it wouldn't be hard to do. All they need to do is PASTE EVERY SEPARATE LINE OF 1000 SCRIPT PAGES ONTO EACH SECTION OF THE THOUSANDS OF DIALOGUE WHEEL OPTIONS.
I'd hate to be the intern who has to copy and paste all those.
#12
Posté 23 juin 2011 - 06:37
#13
Guest_Trust_*
Posté 23 juin 2011 - 06:38
Guest_Trust_*
But it would be optional. You don't have to use it.Captain_Obvious wrote...
I never had a problem with the dialogue wheel in ME. I ran into it once in DA2 where what I meant to pick was not what the line meant, but I've never had this problem with ME or ME2. I really don't want to read an line, then select it, then hear the same exact line spoken. Kinda silly. Since I prefer voiced characters, I vote for leaving it the way it is.
Modifié par AwesomeEffect2, 23 juin 2011 - 06:39 .
#14
Posté 23 juin 2011 - 06:42
Hell, if Bioware every makes an Uber edition with all 3 games, this would be a great addition.
#15
Posté 23 juin 2011 - 10:17
And intent icons.
#16
Posté 23 juin 2011 - 10:42
#17
Posté 23 juin 2011 - 10:48
I'm really perplexed by you people who say you like not knowing what Shepard will say. Doesn't it logically follow that you would prefer the text on the dialogue wheel be removed altogether? I mean what is the point of the text if all you want to do is choose Shepard's tone of voice and moral stance?
#18
Posté 23 juin 2011 - 11:48
onelifecrisis wrote...
I fully support this.
I'm really perplexed by you people who say you like not knowing what Shepard will say. Doesn't it logically follow that you would prefer the text on the dialogue wheel be removed altogether? I mean what is the point of the text if all you want to do is choose Shepard's tone of voice and moral stance?
We want to choose the idea, not read the subtitles then hear the line.
#19
Posté 23 juin 2011 - 11:52
I want to know what emotion Shepard will have, and then his reaction.
Seeing an Angry Face with Shepards True Lines means nothing. Seeing the line [Shoot mercenaries] gives me a concrete knowledge of what Shepard will do. If the lineswords were only shown then I would see an angry statement. I would have no idea how violent the upcoming scene will be.
In Addition DA2 really dropped the ball with that system.
Sarcastic Hawke anyone?
I would rather see just the lines, lets me read between the lines on what is said. I do not need to pull out my manual to remember which symbol means what.
EDIT: Now however with the Kinect thing, that I would like the true lines. When the devs said the paraphrase and then shepard said someone entirely different, a disconnect was created for me, the viewer. Thankfully the Kinect part of the game is optional, so I will not have to worry about that disconnect.
Modifié par rabidhanar, 24 juin 2011 - 12:00 .
#20
Posté 23 juin 2011 - 11:55
Fdingo wrote...
Call me crazy but I like the fact that I don't know what Shepard is going to say exactly.
I too prefer the paraphrasing that BioWare use instead of showing what Shep is going to say exactly, word for word.
Modifié par xSTONEYx187x, 23 juin 2011 - 11:55 .
#21
Posté 23 juin 2011 - 11:56
CannonLars wrote...
onelifecrisis wrote...
I fully support this.
I'm really perplexed by you people who say you like not knowing what Shepard will say. Doesn't it logically follow that you would prefer the text on the dialogue wheel be removed altogether? I mean what is the point of the text if all you want to do is choose Shepard's tone of voice and moral stance?
We want to choose the idea, not read the subtitles then hear the line.
But the text is rarely an accurate representation of the idea, and often is not even close, as demonstrated by the fact that even the people who like the wheel as it is are admitting surprise at what Shepard says (and claiming it's a good thing).
Personally, my ideal solution would be better paraphrasing, but failing that I'll take verbatim quotes over text that's so misleading as to be useless.
Modifié par onelifecrisis, 23 juin 2011 - 11:59 .
#22
Posté 23 juin 2011 - 11:57
#23
Posté 23 juin 2011 - 11:57
#24
Posté 24 juin 2011 - 12:17
Although I agree with those that want the skip and select dialogue buttons separated, why they ever changed that from the way they had it in me1 I have no idea, I mean was it really that difficult to anticipate people accidentally selecting dialogue?
Anyway the fact they just give you the gist of what your going to say is a Mass Effect trademark, it's what makes it a more cinematic experience and something they've been pushing since the first game.
I would be very surprised if the changes you suggested or anything similar were ever implemented.
#25
Guest_dutch646_*
Posté 24 juin 2011 - 03:57
Guest_dutch646_*
Deus Ex: HR has something like this IIRC





Retour en haut







