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The hypocritical criticism of choices not affecting DAII's plot......


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#201
Yrkoon

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Kilshrek wrote...



txgoldrush wrote...

And if you are going whine about
DAII's ending, do I need to pull up Fallout 2's main ending, Planescape
Torment's, or Baldur's Gate II's ending to show how much hypocrites old
school RPG elitists are?


Please do, because I remember Fallout 2, despite the one ending, having a metric crap ton of other events that you could influence. Granted it was in the epilogue form which is strangely detested, I can give you a minimum of 3 "major" events in the world that the PC could influence as well come the end of the game. You end the game in one way(by beating the big bad), but there are multiple "endings" to the story of the chosen one.

Not to mention the fact that many of us "old School RPG elitists" are pretty darn OK with a single ending, if  that ending  gives some measure of CLOSURE. 

And Torment....  sure, Torment ultimately had one ending too.    And even worse,  you were told about this ending in the prologue.  But what made that ending so unequivocally satisfying, is that there were at least  a DOZEN  different ways to bring  it about.   You could commit suicide, you could    solo Kill   TTO or you could ressurect your party to help you;  You could merge with TTO;  you could employ logic and convince TTO that he  doesn't exist  etc.  And this of course assumes you even decided to end your game at the Fortress.  Torment offers ways to end your journey much sooner.


At this point tho, I don't know what nausiates me more, DA2's terrible ending, or  the people here   who  will go to any length necessary, no matter how silly,   to  defend it.

Modifié par Yrkoon, 13 juillet 2011 - 10:50 .


#202
A Crusty Knight Of Colour

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Xewaka wrote...

txgoldrush wrote...
However, not voicing characters comes at a disadvantage as well...more so in Bioware games, but less so in Bethesda style ones.
Why?
Because it makes conversations feel far less natural, taking players out of the experience. What if JC Denton didn't have a voice, would JC be as cool? Hell no. JC's voice was a defining feature of Deus Ex...see Adam Jansen in the upcoming prequel. Geralt is another character that was far better voiced than he would be if he wasn't voiced.
The old games not having VO protagonists were acceptable for the time frame, but now, outside of Beth's games, its no longer an option to have protagonists not voiced, especially after Mass Effect's release.

I cannot fail to notice that your examples of characters engrossed by voice acting are pre-established characters. If we are given a pre-established character, I'm all for voicing him. If, however, we are expecting the ability to build our own character, voice acting becomes a zero-sum at best.


I think this is an important point to make, one that I agree with.

If the character is limited and given a specific role in the context of the story, in the cases of Geralt & JC, their own personality too, voice acting works because it can help flesh them out as characters. In the case where we are working with a blank slate type character, or one where the player is given free reign over it's creation, then voice acting becomes trickier to manage as it makes character customisation a lot less meaningful. This is especially apparent if each gender is limited to one voice. Imagine Origins with a single voice actor per gender.

It also creates issues between what you intend and what the character ends up saying or how the NPCs take it. While to some degree this is blunted by the icons, the poorly written paraphrases often makes it terrible in practice.

Before In Exile rails about how text does this too, voiced acting fixes this through making intent to the player clear, but I contend that better writing is the key. Vampire: The Masquade - Bloodlines gets around this wonderfully by adjusting the text through fonts, colors, italics, bold, capital letters, etc when a dialog option was linked to a particular tone and personality trait. No voice necessary, which is less of a drain in terms of the amount of content that can be created. Coincidentally (or maybe not), it has some of the greatest dialog and writing in any RPG.

Image IPB

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Also in cases where it wasn't tied to a particular tone (my favourite).

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"AHHH! STOP!" cannot be interpretted as a calm statement of fact or sarcastic when you're given the context. Hilarious too since the context is your character has a tenuous grip on sanity even during the best of times.

Modifié par mrcrusty, 13 juillet 2011 - 11:38 .


#203
Last Darkness

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mrcrusty wrote...

Vampire: The Masquade - Bloodlines gets around this wonderfully by adjusting the text through fonts, colors, italics, bold, capital letters, etc when a dialog option was linked to a particular tone and personality trait. No voice necessary, which is less of a drain in terms of the amount of content that can be created. Coincidentally (or maybe not), it has some of the greatest dialog and writing in any RPG.

Image IPB

Image IPB

Also in cases where it wasn't tied to a particular tone (my favourite).

Image IPB

"AHHH! STOP!" cannot be interpretted as a calm statement of fact or sarcastic when you're given the context. Hilarious too since the context is your character has a tenuous grip on sanity even during the best of times.



To this day I consider VTM:BL the best game ive ever played.
Ive replayed this game with practicaly every clan and ending combo there is. WHy? because the game is fun and the story is so engaging, the enviroments pull you in and set a good mood. Some places were really creepy (The Hotel) even or scary like the snuff film studio.

bets part is the moding cummunity is still pretty big on this game and theres a fan patch that keep still being updated years after the fact.

Also the game is rather Psychotic if you play as the crazy " Malkavian " vamps.  as shown abouve with the convo with a stop sign,

Modifié par Last Darkness, 13 juillet 2011 - 11:52 .


#204
Cyberarmy

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Yrkoon wrote...

Kilshrek wrote...



txgoldrush wrote...

And if you are going whine about
DAII's ending, do I need to pull up Fallout 2's main ending, Planescape
Torment's, or Baldur's Gate II's ending to show how much hypocrites old
school RPG elitists are?




Not to mention the fact that many of us "old School RPG elitists" are pretty darn OK with a single ending, if  that ending  gives some measure of CLOSURE. 


At this point tho, I don't know what nausiates me more, DA2's terrible ending, or  the people here   who  will go to any length necessary, no matter how silly,   to  defend it.




As an "old School RPG elitist"  our good'ol games with only 1 ending never ever gave me a problem.
Vampire,Fallout, Gothic, Baldur's Gate,Torment, İcewind Dale, Elder scrolls, Eye of the beholder, Darksun lists goes on...

DA2's ending gave me the satisfaction of old corridor FPS games. Which was "Thank god at last i finished it..."


Edit: And yes Bloodlines is one of the best games i have ever played too...İ remember playing Malkavian and saving before every conversation just because to read all "Malkavic" lines.

Modifié par Cyberarmy, 13 juillet 2011 - 11:59 .


#205
A Crusty Knight Of Colour

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Last Darkness wrote...

Also the game is rather Psychotic if you play as the crazy " Malkavian " vamps.  as shown abouve with the convo with a stop sign,


To this day, there is not a single type of character that comes even close to the amount of fun I've had in dialog with that. Low Int Arcanum/Fallout has nothing on Malkavians. But neither would be possible with a voiced protagonist, it's rare enough in games with voiced NPCs with VtmB probably being the only one. Which is part of why I'm against voiced protagonists in RPGs where the player defines the character. It limits the amount of meaningful customisation.

Modifié par mrcrusty, 13 juillet 2011 - 12:01 .


#206
Tirfan

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^ This. so many times.

Vtm:B as a malkavian is one of the most funny games ever ever, that stop-sign dialogue.. and well, Vtm:B is really good game otherwise too.. I remember my Brujah still very well, how he was always an Anarch and then LaCroix dominates me to do his bidding, it was amazing.

#207
Cyberarmy

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mrcrusty wrote...

Last Darkness wrote...

Also the game is rather Psychotic if you play as the crazy " Malkavian " vamps.  as shown abouve with the convo with a stop sign,


To this day, there is not a single type of character that comes even close to the amount of fun I've had in dialog. Low Int Arcanum/Fallout has nothing on Malkavians.


Reactions you got from that lines were priceless too. Nearly none of the mortlas understand you at first :D .
And most of "that rubbish" points to the end game, such writing skills. İt is a shame that Trojika games closed their doors ...

Modifié par Cyberarmy, 13 juillet 2011 - 12:28 .


#208
telephasic

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Cyberarmy wrote...
Reactions you got from that lines were priceless too. Nearly none of the mortlas understand you at first :D .
And most of "that rubbish" points to the end game, such writing skills. İt is a shame that Trojika games closed their doors.


I've always found it odd that Troika was so good with certain aspects of game-making, but always released buggy, unfinished messes with broken mechanics. 

I'm doing everything I can to forget ToEE though *shudder*  That game would have been ten times better without VO.  

#209
In Exile

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Kilshrek wrote...
I thought I was talking about PC VO, because all those games didn't have voiced PC's. But if you feel it's off topic we'll discuss it by PM.


You referenced NPC VO, so I thought you wanted to talk about that too.


I'm afraid I fail to see the difference there. If there is a specific NPC response to a specific line of dialogue isn't it responding to the players choice? 


Yes. Here is an example:

NPC: Will you help me?
PC: Yes/No
NPC: My quest is [...this...]

Is not different from:

NPC: Old mate, I require your assistance; I seem to have found myself in a bit of a pickle.
PC: My assistance is yours regardless/Off with you: I'm busy. 

NPC: Ah, well, you see I had the misfortune of angering a very large orc who has the sharpest ax, and...

Truly reactive dialogue would address not only the intention of the player, but the motivation. It would be a conversation about ideas and beliefs. But that requires a heavily predefined PC, and it requires information on tone.  

[Also there was a smallish amount of text banter in Fallout 2 iirc. Hawke certainly didn't have a great deal of "banter" in DA 2.


When I say banter, I mean in dialogue conversations with NPCs which aren't clearly oriented toward a purpose, that serve to characterize the player as much as the NPC. 

The closest DA:O got to this was the conversation with Wynne. DA2 had a really good example of it with Varric at the start of Act II.

Yes, but that's true of DA 2 and DAO. Only you don't speak in DAO. I don't get the obsession with "speaking", because voiced or not the dialogue is the same as what is written down, which would appear as a menu instead of a wheel. The responses are the same because of the same reason.


No, they're not. Silent VO creates the impression of ambiguity in tone or motives; if you're willing to argue for a silent VO approach that has tone indicator, predefined motives and a radically restricted character, that would be different. 

But in that case the VO is a superior way of conveing the same information; having something written as [sarcastic] is not the same as hearing the line said in a sarcastic manner. 

#210
mordarwarlock

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Don't get me started on The Witcher 2's ending now.........its even more disappointing than DAII's.


show how much you appreciate games.....what  am I talking, you love DA 2, of course you don't know what are you talking about

TW 2 ending might be short but at least it varies completely depending on your choices throughout the whole game, period

You can't stop Anders, Orsino, and Merdith like you can't stop the generic orc army from attacking generic capital city in DAO. Its part of the plot. The extremists are the antagonists of DAII just like the buttspawn of DAO...they are going to antagonize and the protagonist has to react to it.


uumm no, in DAO you could choose to kill loghain or let him join you, exhile alistair, make him a king, make  loghains daughter queen, heck the landsmeet itself proves that at least you have choices in the matter even if in the end you had to kill the arch demon

stop with the nonsense about the extremist being the same as darkspawn, it doesn't make any sense whatsoever, Anders was your companion from beggining to end, and you couldn't do a single thing to stop his nonsense, you don't care about orsino or meredith until the beggining chapter 3 where you think you could actually affect who you choose and how to resolve the matter....but that is moot when they both force you to kill them and the end it's exactly the same, Anders blow half the city and everything goes haywire

heck, if hawke wasn't there everything could've transpired exactly the same, your choices didn't matter whatsoever

And how do I kill both sides....last time i checked Cullen was still alive and reacted differently whether I sided witht he Templars or the mages.


last I checked, you kill meredith even tho you sided with here, last I checked orsino becomes a blood mage even tho the stupid retard keeps spewing how not all mages are bad, and...you kill her, they are the main protagonists of Chapter 3, stop citing NPC's that didn't have anything to do with the start of the conflict

oh and riddle me this, I guess you have a choice to save thrask....nope, you don't

And like I said earlier, the ending to the inside of the frame changes with Hawke's decision even though the outside of the frame narrative does not.


yeah, such a grand ending to the inside of the frame a small text saying "you become a paragon, you become a ruthless ******", even tho the ending and everything that transpired to it its exactly the same, such a grand finale sir, DA 2 is the best RPG for centuries to come

And if you are going whine about DAII's ending, do I need to pull up Fallout 2's main ending, Planescape Torment's, or Baldur's Gate II's ending to show how much hypocrites old school RPG elitists are?


like everyone has been saying but you can't get thru your thick fanboy ignorant skull of yours, at least in those games you had choices, consequences that mattered, what do you have in DA II?, artificial choices with no consequences and an ending that transpires exactly the same no matter what you choose in the end, and even if the ending is static like most bioware WRPG's, the road to it happens exactly the same and nothing changes based on your choices

seriously calling old school RPG elitist hypocrites when you are the fanboy trolling and defending something that has already been proven in your face that can't be defended?, cry me a river would you?

Modifié par mordarwarlock, 13 juillet 2011 - 04:02 .


#211
In Exile

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[quote]Shadow of Light Dragon wrote...
Both the Warden and Hawke were in the right place at the right time. They were both victims of circumstance. The Warden never really chose to be a Warden but was given the option as a door to escape whatever fate. Hawke would have spent her days in Ferelden, if not Lothering, were it not for the Blight. There was nothing special or interesting about either -- it was the plot of the games that bestowed special as 'Warden' and 'Champion'.[/quote]

I agree with you. I'm not arguing that DA2 was better than DA:O - it wasn't. What it do well is that it avoided creating a motivation for Hawke, and that allowed for a bit more freedom in motives than DA2 (you can play a disinterested character) but taht came at the cost of allowing people to play the hero or villain. It was a different design. 

[quote]I think the feeling about DAO having the possibility of different outcomes is that it *had* different outcomes. There were two very distinct outros sequences: One in which you live, one in which you die, and the former has a multitude of branches depending on if a companion died, was crowned, was an LI, not to mention your Origin cameo appearing at the coronation, boons and slides.[/quote]

DA:O doesn't have different outcomes. The entire game is the same. Having different reactive endstates does not make DA:O actually have different outcome: it has different epilogues. But that's like saying DA:A had different outcomes. 

DA2 has outcomes where companions die, where companions leave you, who your LIs are, whether you're remebered as a butcher or a freedom fighter. 

DA2 lacked the epilogue slides, but it wouldn't have had any kind of meaningful player choice if Act III had an epilogue that talked more about what Hawke did.

[quote]In contrast, DA2's outros were far too similar to one another and offered no extra fluff. They recognised absolutely nothing except who you sided with and who your LI was. "Become Viscount" was a bloody Achievement that blipped across the bottom of the screen...you don't even get to choose whether you accept or not.[/quote]

That was the entirety of DA:O's plot. The treaties, the Landsmeets, the battle at Denerim, staying in Ferelden .... all of these things were forced on you in DA:O.

[quote]The difference between the Warden and Hawke in respect to their separate games is that you can play the Warden a number of different ways and, via the various choices throughout the game, have a multitude of different endgame experiences. The Blight always ends, but the state of the Ferelden and the characters within have a plethora of different combinations.[/quote]

That's wrong. You can't have different experiences in-game. The content is literally indentical until you get to an end choice for a section, which is then never displayed until the battle at Denerim, where the only differnece is the skin of the irrelevant units you can call as Allies. And you can't play the Warden differently: it's always I <3 Wardens and I <3 Ferelden as far as the writers are concerned; all you can do is switch between pragmatism and idealsitic heroism, which isn't much different than what you can do in DA:O.

There a fair number of DA2 quests you solve two ways along the way that get no attention at all.

DA:O has different epilogue slides, but that's as valuable as a certain Starkhaven mage having different dialogue based on your choice in Act of Mercy. 

Because we are told the effects of the Warden's choices and they are all presented to us right at the end in a nice summary, if you will, it feels like how we roleplayed our PC had a tangible effect on the game world.

[quote]But no matter how you play Hawke, the outtro is one or the other (excepting LI mention). Now...plenty of games only have one or two endgame sequences and I can't think of *any* bar DA:O that allows a final scene to RP before the curtain falls and the Summary Of Your Heroic Deeds rolls across the screen. Maybe that's the problem. DA:O spoiled us so much allowing us to play on beyond the Final Boss Fight and celebrate victory with our NPCs (or witness our own funeral o_O) that DA2's more traditional 'You Win - Here's The End Cinematic' finale falls flat for some of us. Epilogue slides were effectively replaced by letters of thanks sent to Hawke, or minor follow-up scenes and quests. It was effective in its own way and more engaging than slides, but it packs a completely different sort of punch.[/quote]

If you by spoiled, you mean it is exactly this kind of praise that created DA2, sure. Look: DA:O had identical content most of the game. If you're honestly saying that a playable epilogue would have meant that DA2 had choice instead of not having choice, that's silly.

[quote]It's another dividing issue, I guess. :/ Some gamers want to end on an exciting cinematic, and that's ok. I found being able to wind down and enjoy victory with my party members to be a brilliant, but that's because I loved the companions. Not everyone wants to bother with them./quote]

It's not about the cinematic. It's entirely about choice. What you're saying is that choice is irrelevant as long as you have the right smoke and mirrors. 

#212
In Exile

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mrcrusty wrote...
Before In Exile rails about how text does this too, voiced acting fixes this through making intent to the player clear, but I contend that better writing is the key. Vampire: The Masquade - Bloodlines gets around this wonderfully by adjusting the text through fonts, colors, italics, bold, capital letters, etc when a dialog option was linked to a particular tone and personality trait. No voice necessary, which is less of a drain in terms of the amount of content that can be created. Coincidentally (or maybe not), it has some of the greatest dialog and writing in any RPG.


At the start of your post, you said that with a fixed character VO is an improvement. Since we can take that as a given, here is the issue with Bloodlines:

The colourful writing is a fancy way of saying your character is fixed. The type of humour, the way to approach the situation, the fact that the Malkavian is nuts... that's all the same thing as putting down a character as fixed. 

Bloodlines absolutely lacks the ability to have a PC with a personality - we're still talking empty shell protagonist who cannot be meaningfully RP'ed because her or she is nothing more than an avatar moving through the world whose  actions and beliefs are never referenced or addressed. 

That the writing is really funny and lively does not make it good writing for an RPG. 

Modifié par In Exile, 13 juillet 2011 - 04:04 .


#213
OdanUrr

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In Exile wrote...

... we're still talking empty shell protagonist who cannot be meaningfully RP'ed because her or she is nothing more than an avatar moving through the world whose  actions and beliefs are never referenced or addressed.


It seems to me that, as an RPG community, we're reaching a point where we're becoming more conscious of our choices and their consequences on those around us, if any. We want to explore different options and gauge their impact on our surroundings. Admittedly, this can be a daunting task, particularly in a game that's fifty or maybe a hundred hours long. How many different scenarios can you write and animate witohut being overwhelmed?

I think it was In Exile who mentioned before that s/he'd rather play a shorter game with more reactivity. I think I would too. I think I want a balance between going off in side quests that are rewarding because of the story behind them, and seeing my character's choices warp his path in the world.

Modifié par OdanUrr, 13 juillet 2011 - 10:36 .


#214
phaonica

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In Exile wrote...
That's what VO offers, by and large. Beyond that, VO in virtue of giving you a more fixed character allows you to start using dialogue to define the beliefs and goals and views of the character explicitly, and to make that personal development part of the game.

You said that in DAO, "you very rarely did anything more than make blunt and short statements. There wasn't a thing to respond to most of the time," which I read as meaning that because of the text statements, the NPCs had very little to go on in order to make their response and thus validate the PCs personality. Thus, when the PC is unvoiced, the PC has no personality because a validating response is not possible. I argued that PCs don't *have* to be voiced in order to illicit a validating response. I think that a voiced PC is preferable for a pre-defined character (like Geralt), I prefer create-your-own characters (such as in the Elder Scrolls series) to be unvoiced and to use some other kind of indicator for tone.

Wait, so you were talking about consequences in the story and not dialogue? I thought you were talking about there being no consequences as a response to the dialogue?


In an earlier post, you said: "for Bioware the meaning of the choice is the in-character decision you made, not the actual consequence of it." I said that for me, the meaning of the choice is the consequence because the consequence is what serves to validate the choice. You agreed, but questioned if I was considering follow up dialog to be a consequence that sufficiently validates the choice. I would say that follow up dialog is a sufficient validating consequence in a conversation, however that in DA2 there was a disappointing lack of validating consequences for choices that could affect the game's plot and the conflict.

In Exile wrote...
I didn't have the same feeling. DA:O made it feel like any Warden could have done what our Warden did; there was nothin special or interesting about the character other than right place and right time.


Maybe any Warden could have done what our Warden did. However if NO ONE had taken that role, if no one had gathered the armies, if no one had intervened with the dwarven civil war, if no one had dealt with the crisis in the Circle, if no one had rescued Eamon, etc, the story would have been significantly different. On the other hand, the only role I can think of that would have affected the story significantly in DA2 that Hawke played a part in was preventing the Qunari takeover. That role needed to be filled, however Hawke didn't have any other role that I can think of that drastcially affected the plot.

In Exile wrote...

mrcrusty wrote...
Before In Exile rails about how text does this too, voiced acting fixes this through making intent to the player clear, but I contend that better writing is the key. Vampire: The Masquade - Bloodlines gets around this wonderfully by adjusting the text through fonts, colors, italics, bold, capital letters, etc when a dialog option was linked to a particular tone and personality trait. No voice necessary, which is less of a drain in terms of the amount of content that can be created. Coincidentally (or maybe not), it has some of the greatest dialog and writing in any RPG.


At the start of your post, you said that with a fixed character VO is an improvement. Since we can take that as a given, here is the issue with Bloodlines:

The colourful writing is a fancy way of saying your character is fixed. The type of humour, the way to approach the situation, the fact that the Malkavian is nuts... that's all the same thing as putting down a character as fixed.

Bloodlines absolutely lacks the ability to have a PC with a personality - we're still talking empty shell protagonist who cannot be meaningfully RP'ed because her or she is nothing more than an avatar moving through the world whose  actions and beliefs are never referenced or addressed.

That the writing is really funny and lively does not make it good writing for an RPG.


I haven't played Bloodlines, but what I'm getting from this is that 1) the PCs side of the conversation doesn't have to be voiced in order to get across personality and intent, that it can be done in text, for example with fonts, icons, indicators, and good writing; and 2) the only way for the PC to be "meaningfully RP'ed" is if the PC's actions are referenced or addressed.

With that in mind, I think the unvoiced PC dialog in DAO was mostly fine the way it was.

Just out of curiosity, @Exile, what games have you played that, in your opinion, *do* allow for "meaningful RP"?

Xewaka wrote...
I cannot fail to notice that your examples of characters engrossed by voice acting are pre-established characters. If we are given a pre-established character, I'm all for voicing him. If, however, we are expecting the ability to build our own character, voice acting becomes a zero-sum at best.


mrcrusty wrote...
If the character is limited and given a specific role in the context of the story, in the cases of Geralt & JC, their own personality too, voice acting works because it can help flesh them out as characters. In the case where we are working with a blank slate type character, or one where the player is given free reign over it's creation, then voice acting becomes trickier to manage as it makes character customisation a lot less meaningful.


I completely agree with these two statements. I think that there are certain games that are better with a voiced PC and certain games that are better with a silent PC.

#215
In Exile

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phaonica wrote...
You said that in DAO, "you very rarely did anything more than make blunt and short statements. There wasn't a thing to respond to most of the time," which I read as meaning that because of the text statements, the NPCs had very little to go on in order to make their response and thus validate the PCs personality. Thus, when the PC is unvoiced, the PC has no personality because a validating response is not possible. I argued that PCs don't *have* to be voiced in order to illicit a validating response. I think that a voiced PC is preferable for a pre-defined character (like Geralt), I prefer create-your-own characters (such as in the Elder Scrolls series) to be unvoiced and to use some other kind of indicator for tone.


Thank you for clarifying. 

The interpretation is partly correct, in the sense that the conclusion drawn is right. In DA:O, it was not that NPCs had little to go on in response - it's that the statements themselves were not things that had very much content to them. The serious problem with DA:O is the paucity of the dialogue.

When we move to dialogue that has flavour and tone (e.g Fallout, Vampire the Masquerade: Bloodlines), you gain reactivity in the dialogue because the dialogue starts to be lively. You feel more than the statements are coming from a person as opposed to an automaton.

But we still aren't at the stage where we have reactive dialogue on our hands, because the PC is still very much a thing that interacts with the environment. You have lines to use with NPCs, and you can choose between quests, but you can't speak about yourself or about your beliefs. An RPG is genuinely reactive to the personality you choose only when the game provides you a vehicle for expressing it in-game, and then reacts to that expression.

In an earlier post, you said: "for Bioware the meaning of the choice is the in-character decision you made, not the actual consequence of it." I said that for me, the meaning of the choice is the consequence because the consequence is what serves to validate the choice. You agreed, but questioned if I was considering follow up dialog to be a consequence that sufficiently validates the choice. I would say that follow up dialog is a sufficient validating consequence in a conversation, however that in DA2 there was a disappointing lack of validating consequences for choices that could affect the game's plot and the conflict.


Thanks for clarifying. Here is what you originally said:

"Without consequences, the personality you've built for your character is meaningless. 

I clicked the snarky dialog option, so that means my character is snarky. But if no one *responds* to my snarkiness, then the character still exists in a void."

Since the example you gave was the dialogue (particularly the personality tracking) I thought you were talking about consequence with regard to dialogue alone, not with choice in general. 

To respond, yes, I agree with you entirely on DA2's response to plot and conflict choices. I would go further than you and say that DA2 did not just fail to validate; it actively tried to work around choices you made via circumstances falling the right way. The problem with that design is that it soon starts to feel contrived. 


Maybe any Warden could have done what our Warden did.


Actually, I think anyone could have done what the Warden did, so long as that person either had the treaties and pretended to be a Warden, or just had proof of the Blight and was sufficiently persuasive. You had to save Riordan in the course of saving Ferelden, and even if you weren't a Warden, Riordan could make you one then to kill the archdemon.

However if NO ONE had taken that role, if no one had gathered the armies, if no one had intervened with the dwarven civil war, if no one had dealt with the crisis in the Circle, if no one had rescued Eamon, etc, the story would have been significantly different.


Just to quibble over details (I agree with you on the substance of what you're saying here) someone would have dealt with the Circle. The mages called for the Right of Annulment, and Wynne would have tried to venture out alone. Whether Wynne alone would be enough to hold off Uldred while the templars marched in and killed everything is up in the air, but I think the Circle would have resolved itself. And Orzammar was just a civil war; someone would have won.

On the other hand, the only role I can think of that would have affected the story significantly in DA2 that Hawke played a part in was preventing the Qunari takeover. That role needed to be filled, however Hawke didn't have any other role that I can think of that drastcially affected the plot.


Without Hawke in Act II, Meredith would have likely saved the city alone.That would have given her much more power and leeway, and instead of the triumverate we see in Act III, Meredith and Orsino may have come to blows much earlier, without Anders getting involved. In fact, it's not clear that the Deep Roads expedition could have succeed without Hawke & Hawke's companions, or that Varric & Bartrand could have even gotten it off the ground. Without the expedition, things change drastically. 

I don't think Hawke is as crucial as the Warden, but Hawke was a catalyst with the idol and with the fact Hawke became Champion. 

I haven't played Bloodlines, but what I'm getting from this is that 1) the PCs side of the conversation doesn't have to be voiced in order to get across personality and intent, that it can be done in text, for example with fonts, icons, indicators, and good writing; and 2) the only way for the PC to be "meaningfully RP'ed" is if the PC's actions are referenced or addressed.

With that in mind, I think the unvoiced PC dialog in DAO was mostly fine the way it was.


Once you have fonts, indicators, and good writing (i.e. personality and flavour in the dialogue) you already have a fixed tone. Adding a voice just brings the character to life. It is the same thing as voicing NPCs. 

Just out of curiosity, @Exile, what games have you played that, in your opinion, *do* allow for "meaningful RP"?


I get asked this a lot, but I don't think there's an RPG on the market yet that did everything well. TW2 did story consequences right, but totally failed customization. TW1 did "time" choices (e.g. Act I choice affects Act IV) but again, flopped customization. I think New Vegas handled factions well, but failed everywhere else. I've yet to see dialogue done right yet, but DA2 was closer than most games.

#216
Corto81

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In Exile wrote...
TW2 did story consequences right, but totally failed customization.


TW2 was set in a deep, believable world, where you felt "real" and what you did mattered.
I'm usually very anti-set protagonist, but it never bothered me in the least, Geralt was awesome.

In the end, you're comparing apples to oranges.

TW2 was a great action-RPG with some elements missing that might have make it appeal more to certain people.
DA2 was a rushed, flawed, poorly thought-out game that no amount of customizing could save from bad reviews/critics/sales.

I'll put it like this...
If DA2 was a great game, where every ending was the same, noone would've even noticed it.
But it wasn't a  great game, and for my tastes and by BW standards, it wasn't even "good".

#217
Chromie

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In Exile wrote...
 I've yet to see dialogue done right yet, but DA2 was closer than most games.


"I like big boats I cannot lie."

Sure it did.

#218
Kilshrek

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In Exile wrote...

Yes. Here is an example:

NPC: Will you help me?
PC: Yes/No
NPC: My quest is [...this...]

Is not different from:

NPC: Old mate, I require your assistance; I seem to have found myself in a bit of a pickle.
PC: My assistance is yours regardless/Off with you: I'm busy. 

NPC: Ah, well, you see I had the misfortune of angering a very large orc who has the sharpest ax, and...

Truly reactive dialogue would address not only the intention of the player, but the motivation. It would be a conversation about ideas and beliefs. But that requires a heavily predefined PC, and it requires information on tone.  

Yes, but I suppose to get what you're looking for is to get voiced AI, which isn't practical in any form right now. But the best we can hope for is well written dialogue, which can be delivered by text or voice. In fact I argue that text is a better method of delivery since it is possible to deliver a wider range of emotions and intent through text rather than expensive speech.

Because at the end of it all, what you hear is what the writers have given the voice actors, and I for one cannot see too much of a difference between a line written by the writers and spoken by a voice actor, and a line written by a writer and displayed as straight text to the player. Obviously tone is infamously difficult to deliver through text, but I expect that modifying a VTM:B form of text dialogue can deliver the same effect as a voiced PC, at a fraction of the price even.

In Exile wrote...
When I say banter, I mean in dialogue conversations with NPCs which aren't clearly oriented toward a purpose, that serve to characterize the player as much as the NPC. 

The closest DA:O got to this was the conversation with Wynne. DA2 had a really good example of it with Varric at the start of Act II.

And what examples of this banter do you get in DA 2, that I may fully appreciate what you mean.

In Exile wrote...
No, they're not. Silent VO creates the impression of ambiguity in tone or motives; if you're willing to argue for a silent VO approach that has tone indicator, predefined motives and a radically restricted character, that would be different. 

But in that case the VO is a superior way of conveing the same information; having something written as [sarcastic] is not the same as hearing the line said in a sarcastic manner. 


As I've said above, and you predicting it. Hearing the line delivered and reading it as sarcastic I think purely comes down to a matter of taste now, as I can fully appreciate my character being sarcastic without ever having to hear a word from them. I don't see how a significant difference can be achieved through voicing the PC, as opposed to having a text menu displaying intent or tone. Like I said, it appears to be more a matter of taste than actual characterisation.

Modifié par Kilshrek, 14 juillet 2011 - 02:14 .


#219
Myzzrimm

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Ringo12 wrote...

In Exile wrote...
 I've yet to see dialogue done right yet, but DA2 was closer than most games.


"I like big boats I cannot lie."

Sure it did.


One line, that was meant as a reference more than anything. I bow to your superior argument.

#220
In Exile

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Corto81 wrote...
TW2 was set in a deep, believable world, where you felt "real" and what you did mattered.
I'm usually very anti-set protagonist, but it never bothered me in the least, Geralt was awesome.


I didn't say TW2 wasn't a brilliant game. I said that I don't think meaningful RP can be done without some customization of the protagonist, and TW2 was too far along defined.

In the end, you're comparing apples to oranges.


No, you're not reading my post to try and rant against DA2. I was talking about a design element, and I didn't even say it was good, I said it was the best of a bad lot. 

Ringo12 wrote...
"I like big boats I cannot lie."

Sure it did.


Not the written dialogue. The dialogue as gameplay.

Modifié par In Exile, 14 juillet 2011 - 03:38 .


#221
In Exile

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Kilshrek wrote...
Yes, but I suppose to get what you're looking for is to get voiced AI, which isn't practical in any form right now.


No. I'm looking to have voice acting for all lines. 

More generally, though, I'm looking for more conversations in an RPG about beliefs, ideas, and goals of the protagonist. I'm looking for more conversations were the PC comes up with ideas, and the NPCs react to it. 


But the best we can hope for is well written dialogue, which can be delivered by text or voice. In fact I argue that text is a better method of delivery since it is possible to deliver a wider range of emotions and intent through text rather than expensive speech.


What? No it isn't. Text has radical problems with delivering emotions and intent.

For one, text shows no body language or expression. These are a significant part of emotional content (being said is as much saying sad things, as looking sad). Then there is the issue of intent - the written text cannot show intent unless intent is marked off separately. 

Here are examples:

We have two lines:

1) I can't believe it!
2) That was a great idea!

That is the written text. What's the emotional content? Well, it could be lots now that we add expression:

[Dejected]: I can't believe it! :crying:

[Celebratory]: I can't believe it! :happy::D
[Shocked]: I can't believe it! :o
[Disbelieving]: I can't [/i]believe[/i] it! :unsure:

The same with the other one:
[Honest Praise]: That was a great idea! :wizard:
[Sarcasm]: That was a great idea!<_<

I could go on. But expression is what adds emotional content to the dialogue, and then it is the intent.

The more developed the writing is - I was just going with traditional short statements that Bioware has for the PC - the more it sounds like a voice. The more fixed the protagonist is as a result. And the more fixed the protagonist is, like you said, the more appropriate VO is.

Because at the end of it all, what you hear is what the writers have given the voice actors, and I for one cannot see too much of a difference between a line written by the writers and spoken by a voice actor, and a line written by a writer and displayed as straight text to the player. Obviously tone is infamously difficult to deliver through text, but I expect that modifying a VTM:B form of text dialogue can deliver the same effect as a voiced PC, at a fraction of the price even.


If what you're arguing is just that silent VO is cheaper, I'll fully admit that. But I am arguing that VO is superior as a means of communication that text because it enriches the experience for the player, removes uneccesary ambiguity from the text from the player's PoV (after a line is said, you know exactly how it was said, so you no longer have the misunderstanding dillemma that is a major problem for RP), and allows us to have a better idea of the barries to RP that we have based on the in-game design and the content written for the PC.

And what examples of this banter do you get in DA 2, that I may fully appreciate what you mean.


When you chat with Varric, and Varric asks you want you want for yourself at the start of Act II is an example of what I mean. Beyond that, it is some of the exchanges prior to quest conversations. With Varric in your party, when you go to Sebastian in Act II. Or talking to Merril once she's settling in to her Act I home.

As I've said above, and you predicting it. Hearing the line delivered and reading it as sarcastic I think purely comes down to a matter of taste now, as I can fully appreciate my character being sarcastic without ever having to hear a word from them.  


There's more to it. VO removes the misunderstanding dillema, where it seems like the NPC isn't responding at all to what your PC said. 

I don't see how a significant difference can be achieved through voicing the PC, as opposed to having a text menu displaying intent or tone. Like I said, it appears to be more a matter of taste than actual characterisation.


It removes ambiguity, and that's a major roadblock to roleplay when the other side of the conversation is predefined on based on a predetermined meaning the designers had in mind when they wrote both sides of the conversation.

#222
Lotion Soronarr

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ERm...IIRC, in BG2 you did have plenty of interesting choices, some of which had rather obvious consequences. For example - choosing Shadow Thieves or Bodhi.. You get an entire different set of quests depnding on that choice.

#223
tmp7704

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In Exile wrote...

I didn't have the same feeling. DA:O made it feel like any Warden could have done what our Warden did; there was nothin special or interesting about the character other than right place and right time. 

The 'alternative timeline' Darkspawn Chronicles demonstrate this to be not true -- as it shows the leadership of Alistair ultimately end in a failure. Even in the DAO itself you could see another Warden, Riordan, achieving little more than getting himself caught and imprisoned. Despite being much more experienced in the whole warden business.

#224
JaegerBane

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tmp7704 wrote...

In Exile wrote...

I didn't have the same feeling. DA:O made it feel like any Warden could have done what our Warden did; there was nothin special or interesting about the character other than right place and right time. 

The 'alternative timeline' Darkspawn Chronicles demonstrate this to be not true -- as it shows the leadership of Alistair ultimately end in a failure. Even in the DAO itself you could see another Warden, Riordan, achieving little more than getting himself caught and imprisoned. Despite being much more experienced in the whole warden business.


Yeah, this isn't a case where there was only a slight difference based on the player.... clearly, without the warden things would have literally gone in the polar opposite direction.

#225
MeAndMySandvich

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Myzzrimm wrote...

Ringo12 wrote...

In Exile wrote...
 I've yet to see dialogue done right yet, but DA2 was closer than most games.


"I like big boats I cannot lie."

Sure it did.


One line, that was meant as a reference more than anything. I bow to your superior argument.


More than just one line, unfortunately. I mean, seriously, anyone who tells you they watched the dialogue leading up to one of the "love" scenes without cringing is lying. "Don't save me! *emo tear*"

Modifié par MeAndMySandvich, 14 juillet 2011 - 04:39 .