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Voiced vs Silent protagonists in the DA universe (keep it friendly please)


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#551
Sylvius the Mad

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Dubya75 wrote...

Do you have control over the text in the response you choose in a voiceless game? No.

And that's where you're wrong.  There is no reason for you to interpret the dialogue options in a voiceless game as a literal representation of the words the PC speaks.

Remember old text-parser or keyword dialogue systems?  The best text-parser ever was probably Wizardry 8 (which is a great game all around), but the classic Ultima games are better known.  In those, your character didn't walk around spouting one-word responses at people, but that's all the input you had.  Your inputs were an abstraction of the PC's speech.

There's no reason why we can't view BioWare's traditional silent full-text approach similarly.  I know I did.

Perhaps you know every word of the message that is going to be delivered, but you have no control over the words.

And even if we do intepret the lines literally, yes, we do have control over the the words.  The words are printed on the screen, and we can choose them.  There were other options we didn't choose.  So, even if we accept the full-text as fully representative of the spoken line, we still get to choose.  We don't get to choose from an infinite list, but it's still a choice.

And regardless of whether we have control over the words, we have control over the tone and delivery of the line.  That's something robbed from us by the voice.

There.  I've defeated your argument three different ways.

#552
LPPrince

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daqs wrote...

LPPrince wrote...

With the implementations of voice capturing technology through things like Kinect for the Xbox 360, I'd love to have a voiceless PC again ala DAO.

One I can voice MYSELF. We can all become our own voice actors/actresses and play our characters exactly the way we want.

This sounds promising. I want to see it done. Rather than simply using a voiced PC.

Be pretty funny to listen to a guy try to voice his female Dalish elf rogue.

Also, since the amount of phrases the Kinect can successfully parse is, of course, severely restricted, you're effectively forced into saying things you may have no intention of saying anyway.


Eh, I think they can make it work. Hell, if they decide to capitalize on that idea, I'd imagine they'd do everything they can to make it the best it can be at the time, because anything less than the best would make it a complete fail.

#553
Juggernaut241

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Definitely keep using the voiced protagonist like in DA2. DAO wouldve been that much better if your protagonist had a voice.

#554
LPPrince

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I have to disagree with the idea that DAO would've been better with a voiced PC.

#555
Faust1979

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voiced protagonist for me it's more fun to see him interact with the characters

#556
Gotholhorakh

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LPPrince wrote...

I have to disagree with the idea that DAO would've been better with a voiced PC.


I agree with your disagreement very strongly.

#557
Dubya75

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LPPrince wrote...

I have to disagree with the idea that DAO would've been better with a voiced PC.


I would have to disagree, DAO would have been way better with a voiced protagonist.
If BioWare were to re-do DAO on the current engine, it would have been the best game in the world. Ever.

#558
Dubya75

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Sylvius the Mad wrote...

Dubya75 wrote...

Do you have control over the text in the response you choose in a voiceless game? No.

And that's where you're wrong.  There is no reason for you to interpret the dialogue options in a voiceless game as a literal representation of the words the PC speaks.

Remember old text-parser or keyword dialogue systems?  The best text-parser ever was probably Wizardry 8 (which is a great game all around), but the classic Ultima games are better known.  In those, your character didn't walk around spouting one-word responses at people, but that's all the input you had.  Your inputs were an abstraction of the PC's speech.

There's no reason why we can't view BioWare's traditional silent full-text approach similarly.  I know I did.

Perhaps you know every word of the message that is going to be delivered, but you have no control over the words.

And even if we do intepret the lines literally, yes, we do have control over the the words.  The words are printed on the screen, and we can choose them.  There were other options we didn't choose.  So, even if we accept the full-text as fully representative of the spoken line, we still get to choose.  We don't get to choose from an infinite list, but it's still a choice.

And regardless of whether we have control over the words, we have control over the tone and delivery of the line.  That's something robbed from us by the voice.

There.  I've defeated your argument three different ways.


Sorry to disappoint you, but if you really think that you have more choice through a mute protagonist than a voiced one, then maybe you need to consider this:
With a voiced protagonist you still have choice. You choose a response, and you can make an informed choice based on the tone indicator - with the added bonus of it feeling more organic than choosing a line of text.  Please explain to me then how you have more control over the tone and delivery of a piece of text?  You don't.   Just as little as you have over the spoken response you hear coming out of the protagonist's mouth.  It's an illusion!  On paper (were you to type out the whole game's conversations) Origins and DA2 would look pretty much identical!

Modifié par Dubya75, 14 août 2011 - 10:47 .