Aller au contenu

Improving the dialogue wheel in ME3


  • Veuillez vous connecter pour répondre
64 réponses à ce sujet

#26
Paul Sedgmore

Paul Sedgmore
  • Members
  • 907 messages
I wouldn't be opposed to this as I can understand people wanting a more acurate idea of what would be said. I wouldn't use it personaly as I find that the paraphrasing in ME is adaquate but I would have loved this option in DA2 as I found that game to be a lot further off with paraphrasing than ME

#27
Smeelia

Smeelia
  • Members
  • 421 messages

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?

You could have just one set of options for the wheel, from top to bottom on the right it could go:
"Aww..." (Paragon)
"Hmm..." (Neutral)
"Grr..." (Renegade)

Then you could have "Huh?" on the left if needed (investigate).

Well, I thought it was funny anyway Posted Image.

#28
Radwar

Radwar
  • Members
  • 851 messages

CannonLars wrote...

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. :devil:


You mean what they actually do in most RPG's that has multiple choices for answers? Gee how in the world did Bioware do it with games like Baldur's Gate & Dragon Age: Origins?

#29
CannonO

CannonO
  • Members
  • 1 139 messages

Radwar wrote...

CannonLars wrote...

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. :devil:


You mean what they actually do in most RPG's that has multiple choices for answers? Gee how in the world did Bioware do it with games like Baldur's Gate & Dragon Age: Origins?


The subtitles are attached to when the audio plays, not when you are viewing answers. Those games were prepared from step one to use the text subtitles. I know it probably is an easier part of development, but I doubt it is a quick snap to get that implemented with all the lines and all.

#30
Guest_dutch646_*

Guest_dutch646_*
  • Guests
Edit

Modifié par dutch646, 24 juin 2011 - 09:35 .


#31
Someone With Mass

Someone With Mass
  • Members
  • 38 561 messages
I like when I don't know what Shepard's about to say, but it's often out of context. It's similar to what the option said, but it's not the same thing.

They can improve that.

#32
onelifecrisis

onelifecrisis
  • Members
  • 2 829 messages

Smeelia 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?

You could have just one set of options for the wheel, from top to bottom on the right it could go:
"Aww..." (Paragon)
"Hmm..." (Neutral)
"Grr..." (Renegade)

Then you could have "Huh?" on the left if needed (investigate).

Well, I thought it was funny anyway Posted Image.


lol

"I like bunny rabbits."
"Bored now."
"I like bunny rabbits. With sauce."

#33
ReallyRue

ReallyRue
  • Members
  • 3 711 messages
I think the way to improve the dialogue wheel would be to take the tone indicators from DA2, not stick every line Shep speaks onto the dialogue wheel.

#34
BatmanPWNS

BatmanPWNS
  • Members
  • 6 392 messages
I like the unpredictability of the wheel. It would be so boring if u knew what they were gonna say and they just said it right after it.

#35
Guest_dutch646_*

Guest_dutch646_*
  • Guests

BatmanPWNS wrote...
It would be so boring if u knew what they were gonna say and they just said it right after it.

For me, it would be a pleasure and a relief.

#36
Lumikki

Lumikki
  • Members
  • 4 239 messages

AwesomeEffect2 wrote...

Thoughts?

I don't seem to have issues what you seem to have. Sometimes this may be issue, but not really worth of fixing.

My issue with dialogs is that it doesn't often matter for outcome what I choose.

My point been, does it really matter what Shepard says or does it matter what will happen when Shepards says something. Meaning the choosen words has no meaning, if the effect of those word doesn't also change. It's like choosing between two option, but they end up exactly same. Only different is did You say "Hi There" or "What's up", but both did exactly same. Now for roleplaying this is usefull as pretend certain role, but even more usefull would be if the choise it self would mean something.

Modifié par Lumikki, 25 juin 2011 - 12:51 .


#37
gunswordfist

gunswordfist
  • Members
  • 306 messages
Oh God no. I don't want to read something like Shepard's Hold The Line speech and then listen to it. And I know you said optional but I don't want the option of spoiling anything. Plus, what about when someone says something in between Shepard's lines? I don't like this idea at all. They should keep it how it is but make the dialogue options closer to what Shepard says for the people that thought it wasn't close enough in the previous games

#38
GodWood

GodWood
  • Members
  • 7 954 messages
Me when playing Mass Effect:

Me: Hmm I'm not liking this interview, I think I'll just wrap it up.
*Shepard punches reporter*

Me: Pfftt gift of words? What kind of lame arse sh*t is that?
*Shepard gets raped by asari consort*


So yes I would like the option to know what my character is going to do/say.

#39
Warkupo

Warkupo
  • Members
  • 317 messages
I like that I don't know exactly what he's going to say. It makes Shepard more of a character rather than a conduit of my creation that cannot fully integrate himself into the world beyond 'yes' and 'no answers.

Isn't that right, Link?

My only problem with the dialogue wheel is that the button that skips past conversations and the button that makes me respond to them is the same button.

#40
Lumikki

Lumikki
  • Members
  • 4 239 messages

GodWood wrote...

Me when playing Mass Effect:

Me: Hmm I'm not liking this interview, I think I'll just wrap it up.
*Shepard punches reporter*

Me: Pfftt gift of words? What kind of lame arse sh*t is that?
*Shepard gets raped by asari consort*


So yes I would like the option to know what my character is going to do/say.

Yeah, but what was the important part?

What was sayed or what did happen because you choise?

Sayed words is just choosen words, but choise is what defines the style of action taken or happening.
(paragon, neutral or renegade type of actions)

So, when you ask to see what is sayed, it doesn't define the action, it only shows what's sayed, without any real meaning behind those words. Real meaning is the choise it self.

Point been if the word choosen doesn't match the action, what did it matter what you sayed.

#41
LGTX

LGTX
  • Members
  • 2 590 messages
Actually no, I don't want to know the exact phrase Shepard's gonna say. For me, I prefer to think that I'm guiding my character through a dialogue, not speaking for him. Choosing an emotional hook, and letting Shepard go with it his/her own way.

Call me an untrue RPGist or whatever. The thing you're suggesting getting incorporated? I'm cool, but I'd prefer the current system over it any day.

Just let us know when we're crossing the romance line. That's the one thing that bugged me.

#42
Guest_Trust_*

Guest_Trust_*
  • Guests

GodWood wrote...
Me: Pfftt gift of words? What kind of lame arse sh*t is that?
*Shepard gets raped by asari consort*

Posted Image

This reminds me of Serendipity from DA2.

Modifié par AwesomeEffect2, 26 juin 2011 - 02:05 .


#43
Guest_Trust_*

Guest_Trust_*
  • Guests

Lumikki wrote...
My point been, does it really matter what Shepard says or does it matter what will happen when Shepards says something. Meaning the choosen words has no meaning, if the effect of those word doesn't also change. It's like choosing between two option, but they end up exactly same. Only different is did You say "Hi There" or "What's up", but both did exactly same. Now for roleplaying this is usefull as pretend certain role, but even more usefull would be if the choise it self would mean something.

For me, it does matter.
- Shepard can say one thing and after that (s)he says and does something completely different which is  :blink:
  
- I want to roleplay. How am I supposed to roleplay if I don’t know what Shepard’s going to say?
 
- Conversations can be very enjoyable. There are many great and funny moments in both ME games.

- I want to avoid selecting lines which I would really hate to hear like:
“I won’t sacrifice the soul of my species”
Paragon lines on Mordin’s loyalty mission.
“I thought you always needed another species to serve as one of the parents.”

Modifié par AwesomeEffect2, 26 juin 2011 - 02:40 .


#44
Battalion

Battalion
  • Members
  • 198 messages
I like the dialogue wheel. Its better than picking what you want Shepard to say and then saying it.

#45
Shotokanguy

Shotokanguy
  • Members
  • 1 111 messages
I'll say it again and again as long as this topic comes up - it makes no sense to me how you could read the paraphrasing of a response, knowing where Paragon, neutral, and Renegade responses are, and STILL be expecting something completely different from what Shepard says.

And keep in mind, this is for dialogue choices that are IMPORTANT. I can understand if you're doing the Miranda romance and when you select "Love?" you expect Shepard to say something like "You are in love with me?" instead of "Who said anything about love? I'm just trying to get you into bed."

But if it is an important moment, the choices on the wheel should be giving you a damn good idea of what Shepard is going to say.

Modifié par Shotokanguy, 26 juin 2011 - 12:38 .


#46
Mixon

Mixon
  • Members
  • 679 messages
I like when Shep makes suprizes :D

#47
Skorpion_hrv

Skorpion_hrv
  • Members
  • 16 messages
I generally agree with this idea. I had the same problem, not so much with the responses on the right (paragon, renegade), but with those on the left (investigate and such). If I remember correctly on Tuchanka when you are discussing the genophage with Mordin almost all investigate options are paragon but I couldn't be sure until I checked and then naturally had to load (I support the genophage). Another example: with TIM in the beginning there is a response option ''I'm a Spectre''. From that I really can't expect anything. Is he going to say: ''I'm a Spectre, I really don't need a team, just launch me from a torpedo tube and I'll tear the Reapers barehanded!'' or ''I'm a Spectre, my love is with the Council, not you!'' or something else I never clicked on it. All in all, bad paraphrasing, but manageble.

#48
Guest_dutch646_*

Guest_dutch646_*
  • Guests

Mixon wrote...

I like when Shep makes suprizes :D

Even if they are bad and unpleasant?

#49
taffy_17

taffy_17
  • Members
  • 52 messages
I think there needs to be some more info on what Shepard's gonna say and how he says it. the amount of times half the the choices are worded the same but he says them in a completely different tone of voice is annoying. if after each choice there would be info on how he's going to say it would be helpful.
eg.
-thanks for the help (thankful)
-thanks for the help (sarcastic)

#50
The Spamming Troll

The Spamming Troll
  • Members
  • 6 252 messages
i like the idea of being a nice guy, or an ass hole, but i also like being a funny guy, or an intellectual guy, or a plain ole idiot sometimes too.

its not that i dont think there should be more ways then just "you saved the planet!" or "you destroyed the planet!" i think the things shepard says should have more options. not just nice, guy, undecided guy, jerk guy, id add sarcastic guy, intellectual guy, suave guy or something like that. it wouldnt change the outcomes of what i wanted or needed to accomplish, just the way in which the story is told, via shepard.

Modifié par The Spamming Troll, 29 juin 2011 - 11:48 .