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


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#76
Shazzie

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I know voiced is here to stay, but it will never, ever, ever,  be my character if it has someone else's voice.

Now, I've happily played games with voiced protagonists, but they were never my character. They were someone else's character that I was enjoying playing for a while. There's nothing that makes me happier than building a character from the ground up, tweaking and modifying her and making her mine, making her quite simply 'me' via all the choices I make (including her actions, reactions, and voice) in a way that a pre-made character with her own voice will never, can never, be.

I'm sad to see that I will likely never have my own character in the Dragon Age universe again. I very much disliked DA2 (and not simply due to the voice), but I won't judge all future DA games on that basis... so I'll say that I really do hope to still enjoy future DA titles. I'll never enjoy them as much as I would if I could make my own character, though, and that's a fact. A sad fact, but a fact nonetheless.

Modifié par Shazzie, 25 juillet 2011 - 05:16 .


#77
phaonica

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Shazzie wrote...

I know voiced is here to stay, but it will never, ever, ever,  be my character if it has someone else's voice.

Now, I've happily played games with voiced protagonists, but they were never my character. They were someone else's character that I was enjoying playing for a while. There's nothing that makes me happier than building a character from the ground up, tweaking and modifying her and making her mine, making her quite simply 'me' via all the choices I make (including her actions, reactions, and voice) in a way that a pre-made character with her own voice will never, can never, be.


Agreed. Some people might argue that it doesn't make sense that someone can consider a character "theirs," but I'm not one of those people.

#78
In Exile

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Feraele wrote...

Please don't what?  Isn't that why they need a voiced protagonist for roleplay?   Can't imagine why otherwise? :)


No. My imagination is too good to be restricted by the fixed dialogue and fixed NPC reactions of a video-game. It would be like taking a high performance race car .... and then telling it the fastest it could go is 5 km/hr. 

You could easily argue that imagination in an RPG is all about those who don't have a strong enough imagination to just imagine a content, lore, setting & set of interesting characters on their own. A sandbox, so to speak. 

Feraele wrote...
 The part I am thinking that would cause difficulty ..would be attaching expressions/emotions to the protagonist's face, that would be appropriate and fit what was happening at that particular time.    It might be why we had "deadpan" or emotionless characters for the most part in the first game.    About the only time that changes is say a scene like RTO where you are standing in front of the funeral pyre ..and it is during a cut-scene, there our characters expressed sadness with their facial expressions.


And those moments were annoying as hell. Just because you wanted to be respectful didn't mean you actually cared. 

#79
In Exile

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Shazzie wrote...
Now, I've happily played games with voiced protagonists, but they were never my character.


That's interesting, because it's only the PC's with VO & custom faces (i.e. Shepard & Hawke) who have ever felt like my characters.

They were someone else's character that I was enjoying playing for a while. There's nothing that makes me happier than building a character from the ground up, tweaking and modifying her and making her mine, making her quite simply 'me' via all the choices I make (including her actions, reactions, and voice) in a way that a pre-made character with her own voice will never, can never, be.


Again, all of this is really interesting, because it's silent VO that makes all of this impossible for me. 

VO gives me the right set of actions, the right type of active character, the correct script and an idea of intention & action that lets a character be under my control, instead of the control of the writer.

Whereas silent VO just gives me a fixed line, and then tells me to try and guess what the intent behind that line is. 

#80
erynnar

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In Exile wrote...

Drasanil wrote...
This is simply not factually accurate. 


This is factually accurate. You consider unique content to be new conversations. I consider unique content to be different quests, outcomes, and branching paths.

Marrying Alistair/Anora is unique to the HNs, 


What changes in-game? Nothing. You don't get new quests. You don't have different characters appear. You don't command different armies. You don't fight a final battle in a different place.

If you're talking about unique content, then unique content is what TW2 did. 

Actually, Ex, I am playing DAO, all the origins now. And one hour of unique content is one hour more than I got out of DA2. I get a unique origin, which is unique content. Instead of DA2 where I get thrown into a group of people I don't know who are supposed to be my family before one gets curb stomped not what, ten minutes in?



there's a whole bunch of unique dialogue dealing with your family in the Denerim Alienage if you're a CE, the male DNs get a quest about their bastard son.  The dalish react different not only if you're an elf but also a dalish one. etc etc... Care to make up other statements of fact?


Unique content is not unique dialogue. It would be like saying DA2 had 'unique' content because the friendship and rivalry values gave you different conversations and you get quests from someone else 1 time in Act III based on your standing with 1 of 2 factions. 

Uhm, sweet sweet hyperbole. Might I suggest you replay those origins a few times so you can actually know what you're talking about? Most last ~1 hour or so, and were actually designed with the express purpose of informing your character. That you choose to dismiss that doesn't make it any less true.


I didn't dismiss it. The origin was circa 1hr, but you didn't have 1 hr of conversation. You get a small vignette that's a snippet of the life of the PC before Ostagar, most of which is combat, and then you have identical content.

I pointed out that DA2 gave you as much content on your family (the escape from Lothering, how you got into Kirkwall, the old family home quest, conversations with Gamlen, All That Remains, Gamlen's Greatest Treasure, etc.).

It might be useful for you to take your rose-tinted glasses off, because content that you experience in your head isn't content in the game. 


I get no unique content in that I am fighting
with a bunch of strangers, one of whom get's curb stomped by an ogre.
The other is a tainted Templar whom I can murder knife or have his wife
do it. I met them what, five minutes later
than I met my supposed family?

In DAO,
I get:

1) Noble Origin: meet a old
family friend who has been around since childhood, Meet my dad, meet
mom, meet my old nanny, meet family friend who wants to set me up with
her son, meet son (can sleep with him), meet her lady in waiting, meet 
Howe (a supposedly old family friend but is a snake in the grass), meet
brother, meet sis in law, meet nephew, oh and my dog.  All orginal
content. Not like any other origin.

2) City Elf: Meet my drunken
cousin, meet my dad, learn about my mom and what happened to her, meet
my other cousin, meet people who have known me since I was a child, meet
my fellow elves fleeing due to poverty, get to help them, meet some
cranky woman who hates me, meet the shop keeper who has known me, meet
the drunks and scam them out of money.

3) Dalish Elf: meet my
childhood friend (possibly love interest), meet my keeper, meet various
clansmates, meet Merrill, meet an City Elf who ran away and joined.
Learn about my mother and father, etc.


All of that is orginal
content to me. Do I need to go on? Or maybe orginal content means something different
to you.[smilie]../../../images/forum/emoticons/smile.png[/smilie] I can
cover all the dwarves and the mage origins as well.  DA2 didn't give me
even orginal content with Hawke. I don't know her past. And hardly a word is ever mentioned on being a mage if I play one.

Now I have yet to play my mage outside the tower in DAO just yet. But I can say my Duster dwarf plenty of people have commented differently to her, making comments. Which is more than I can say for Hawke and DA2.  Oh and a few cut away scenes where Hawke is snarky rather than a milsap, doesn't cut it for me as orginal either.

Again, my definition of original content may be different than yours, and it's late and I'm tired. So, I could be missing it.  ROFL!

#81
Feraele

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In Exile wrote...

Feraele wrote...

Please don't what?  Isn't that why they need a voiced protagonist for roleplay?   Can't imagine why otherwise? :)


No. My imagination is too good to be restricted by the fixed dialogue and fixed NPC reactions of a video-game. It would be like taking a high performance race car .... and then telling it the fastest it could go is 5 km/hr. 

You could easily argue that imagination in an RPG is all about those who don't have a strong enough imagination to just imagine a content, lore, setting & set of interesting characters on their own. A sandbox, so to speak. 

Feraele wrote...
 The part I am thinking that would cause difficulty ..would be attaching expressions/emotions to the protagonist's face, that would be appropriate and fit what was happening at that particular time.    It might be why we had "deadpan" or emotionless characters for the most part in the first game.    About the only time that changes is say a scene like RTO where you are standing in front of the funeral pyre ..and it is during a cut-scene, there our characters expressed sadness with their facial expressions.


And those moments were annoying as hell. Just because you wanted to be respectful didn't mean you actually cared. 





There was another option if you didn't care. :D   I won't do the spoiler thing.   I have never tried it, but I imagine it would involve NOT having a funeral pyre. :P

Your imagination is too good to be restricted by the fixed dialogue.   Well a voice restricts you even further...because in order to play that character with that voice, it means that you have to accept that it is someone else's creation not yours...OR you have to imagine that you created that character and that voice in the first place.

And as far as restrictions go, the dialogue wheel   FOR ME was restricting and took me out of immersion,  every time I look at it..it shouts Mass Effect back at me :D   The dialogue choices weren't great...to say the least. 

To each their own, but I prefer the "blank slate" to the prefabricated character all ready to adventure.    Same as I prefer dressing my team mates in whatever armor and weapons happen to drop in the game, or that I buy for them in the fancy shops, should I have enough gold.     

DA 2 took alot of *freedom* away,  at least for the way that I play.   I still want the freedom to explore Thedas ..heh maybe that's  a pipe dream and we'll keep seeing DA:2 again reproduced to varying degrees of "new direction". 

If that's the case, then I'll know that I am no longer part of that audience that Bioware won over with DA:O and I'll be on my way. 

#82
phaonica

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In Exile wrote...

That's interesting, because it's only the PC's with VO & custom faces (i.e. Shepard & Hawke) who have ever felt like my characters.


The VO pretty much separates me from a custom character completely. When the character is talking FOR me, they become a middle(wo)man. They are not me.

VO gives me the right set of actions, the right type of active character, the correct script and an idea of intention & action that lets a character be under my control, instead of the control of the writer.


I feel the complete opposite. When the character has a VO, they start moving in a way that I didn't imagine, adding spoken info that I didn't know was going to occur, intentions that I didn't necessarily mean, and makes me feel completely out of control of my character.

When the character is silent, I imagine the body language, the tone, the motive, the whatever, and even though I didn't actually hear or see my character making these tones and gestures, the NPC reacts and therefore experiences the delivery of the line exactly as I imagined.

Whereas silent VO just gives me a fixed line, and then tells me to try and guess what the intent behind that line is.


I don't perceive it as trying to guess the intention of the line. I create the intention of the line. I think to myself "I want to say this, in this way, because of this reason..." and I'll fill in the blank myself. I'll admit that sometimes the NPC I was speaking to didn't always react how I might have intended, but it didn't occur nearly often enough for it to make a negative impression on me. Furthermore, sometimes I thought to myself "wow, that NPC really misinterpreted what I meant to say" but that's also like real life, so it was still sort of realistic to me.

Modifié par phaonica, 25 juillet 2011 - 05:47 .


#83
In Exile

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erynnar wrote...
I get no unique content in that I am fighting
with a bunch of strangers, one of whom get's curb stomped by an ogre.
The other is a tainted Templar whom I can murder knife or have his wife
do it. I met them what, five minutes later
than I met my supposed family?


I can apply the same treatment to DA:O.

1) Noble Origin: meet a old
family friend who has been around since childhood, Meet my dad, meet
mom, meet my old nanny, meet family friend who wants to set me up with
her son, meet son (can sleep with him), meet her lady in waiting, meet 
Howe (a supposedly old family friend but is a snake in the grass), meet
brother, meet sis in law, meet nephew, oh and my dog.  All orginal
content. Not like any other origin.


I meet some old dude I don't know, who tries to pawn a daugther on me. I have some old man telling me what to do, who's apparently my father. It turns out I have a dog, and potentially some servant who follows me around to get my dog. My cook tries to tell me a story if I ask her questions, and my mother has friends around and some serving lady who has the hots for me. 

I meet them, and five minutes later they all die screaming as apparently the old man is trying to kill my family, and then this other old man kidnapps me. WTF?

I could go on, but you get the point. 

All of that is orginal
content to me. Do I need to go on? Or maybe orginal content means something different
to you.


The origin is just an origin; I'll never deny you have multiple starting points to DA:O - but having multiple starting points doesn't mean it changes the game, or that the starting point in DA:O is different than DA2 (which includes the Kirkwall harbour at the Gallows).

 

I can
cover all the dwarves and the mage origins as well.  DA2 didn't give me
even orginal content with Hawke. I don't know her past. And hardly a word is ever mentioned on being a mage if I play one.  


Kind of like how a word is barely mentioned when you play a mage in DA:O, or a dwarf, or an elf.
 

Now I have yet to play my mage outside the tower in DAO just yet. But I can say my Duster dwarf plenty of people have commented differently to her, making comments. Which is more than I can say for Hawke and DA2.  Oh and a few cut away scenes where Hawke is snarky rather than a milsap, doesn't cut it for me as orginal either.


A few scenes where people go "OMG, dwarf!" and then proceed to treat you the exact same way if you were a burly human doesn't cut it for me.

Again, my definition of original content may be different than yours, and it's late and I'm tired. So, I could be missing it.


It is. Unique content for me is content that is exclusive to a particular class. The origins are a good example. If I'm a mage, I have totally different starting points, characters & friendships than if I am a dwarf. But this all ends at Ostagar. 

#84
In Exile

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phaonica wrote...
The VO pretty much separates me from a custom character completely. When the character is talking FOR me, they become a middle(wo)man. They are not me.


But we can't talk in-game. 

The dialogue is set for us. Why does it matter wheter you pick a line with a predetermined but hidden tone or a tone with a predetermined but partially hidden line?

I feel the complete opposite. When the character has a VO, they start moving in a way that I didn't imagine, adding spoken info that I didn't know was going to occur, intentions that I didn't necessarily mean, and makes me feel completely out of control of my character.  


Which is exactly what happens with a silent character. People react in ways that doesn't make sense based on the tone I thought I had, there are no lines that actually fit my character concept or my previous beliefs... 

Whereas with VO, I know exactly what the restrictions the writers invented, and so I can RP easily within the role, never having motivations or goals that conflict with the game. 

When the character is silent, I imagine the body language, the tone, the motive, the whatever, and even though I didn't actually hear or see my character making these tones and gestures, the NPC reacts and therefore experiences the delivery of the line exactly as I imagined.


The NPCs experience the delivery of the line as the writers wanted, which is rarely how I imagined. How do you guess the tone of the dialogue right? 

I don't perceive it as trying to guess the intention of the line. I create the intention of the line. 


You can't do that, because the characters react in a moronic way and you can't follow up on it. For example, you can have the following exchange with Morrigain:

Warden: Did all the bad touching bother you?
Morrigain: That kind of touching I can understand. :whistle:;)

Which makes Morrigain a moron, because my Warden was being sarcastic (as in, "Oh noes! Handshakes and hugs! How could you survive such horror! <_<") which has about jack all to do with the line as taken by the NPC.

The fact that the game doesn't show these behaviours doesn't mean they aren't there and predetermined. It just means they're hidden, and it becomes impossible to RP around them.

You're just stuck trying to guess what the writer wanted to do with each line.

I think to myself "I want to say this, in this way, because of this reason..." and I'll fill in the blank myself. I'll admit that sometimes the NPC I was speaking to didn't always react how I might have intended, but it didn't occur nearly often enough for it to make a negative impression on me. Furthermore, sometimes I thought to myself "wow, that NPC really misinterpreted what I meant to say" but that's also like real life, so it was still sort of realistic to me.


In real-life, I can point out when people misunderstand and correct in. In games, this is impossible. Do you go around letting people misunderstand you in real life? 

Modifié par In Exile, 25 juillet 2011 - 06:07 .


#85
lobi

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I like evil chars in my RPG games so keep this in mind when reading what i write.
Silent protagonist leaves more room for the imagination to play in. Voiced removes ambiguity and does not give the creative room needed to build a unique player char. Voiced also makes the game more 'on rails' for the imaginative gamers.
Origins allowed a latitude to create an evil Player char, (Awakenings less so due to the script) DA2 hardly at all.

I do not want my DA Player char to be a rated PG hollywood good guy, bad guy or smart alec.
I do not want the game I play to be as interactive as a Blueray Disney movie with dialogue options.
I want line of text that my mind can direct, and truly heinous acts, not the quest equivilent of leaving a paper bag full of dog poo to burn on a strangers porch. (misdirect a legal shipment of lyrium and tell a stoned guy bullpoo, whoa extreme!).

I do not want forced dialogue when choosing an option.
Yes here it is again; Evil (but not really) hawk say's "it's poison, it kills people".
Evil Hawk did not exist because the script writers appeared to do their level best to remove that option and the manner and tone of the voice actors seems to support that notion. Hello slightly a jerk Hawk, goodbye immersion.
The warden took advantage of their plot armour, Hawk just kinda sleep walked.
If Hawk had been silent then it would have been easier to imagine a harsher more evil player char, even if nothing else about the game was changed.

Modifié par lobi, 25 juillet 2011 - 07:03 .


#86
Harid

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Bioware has never really excelled at writing player controlled evil characters in any game I've ever played of theirs. . .either you are a smart alec jerkass or you are moustache twirling evil.

I doubt they have any desire to change this.

#87
phaonica

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In Exile wrote...
Why does it matter wheter you pick a line with a predetermined but hidden tone or a tone with a predetermined but partially hidden line?


It isn't the predetermined tone that I object to. If you were able to choose from a list of predetermined lines and additionally choose from a list of predetermined tones, that would be fine with me. It is physically hearing a voice that separates me from the character.

I feel the complete opposite. When the character has a VO, they start moving in a way that I didn't imagine, adding spoken info that I didn't know was going to occur, intentions that I didn't necessarily mean, and makes me feel completely out of control of my character. 


Which is exactly what happens with a silent character. People react in ways that doesn't make sense based on the tone I thought I had, there are no lines that actually fit my character concept or my previous beliefs... 


I could say the same thing about the voiced character in DA2, that there were rarely lines that actually fit my character concept or previous beliefs. In DA2, when I had to choose a "best fit" line, and Hawke started talking and doing whatever, it only seemed to amplify that what I actually wanted to say wasn't an available choice. In DAO if I had to choose a best fit line, I could at least imagine the proper delivery.

You could argue that I'm ignoring what actually happens in favor of what I want to happen, which means I could just ignore whatever Hawke says just as easily. But to me, it doesn't happen as easily because I can physically see and hear Hawke doing something I didn't intend.

I don't perceive it as trying to guess the intention of the line. I create the intention of the line. 

You can't do that, because the characters react in a moronic way and you can't follow up on it. For example, you can have the following exchange with Morrigain:

Warden: Did all the bad touching bother you?
Morrigain: That kind of touching I can understand. :whistle:;)

Which makes Morrigain a moron, because my Warden was being sarcastic (as in, "Oh noes! Handshakes and hugs! How could you survive such horror! <_<") which has about jack all to do with the line as taken by the NPC.

The fact that the game doesn't show these behaviours doesn't mean they aren't there and predetermined. It just means they're hidden, and it becomes impossible to RP around them.

In real-life, I can point out when people misunderstand and
correct in. In games, this is impossible. Do you go around letting
people misunderstand you in real life?


Well, first of all, if you character delivers that line in a sarcastic tone, and Morrigan reacts in a way that your character things sounds kind of moronic, then it's not impossible to RP around it, it's perfectly possible to RP that your character thinks that even Morrigan can be a little moronic.

In response to wanting to correct her... I accept that this is a video game that someone had to program and someone had to pay for and that I can't expect the game to cover every spectrum of tone and gesture. I would think to myself that I would have liked the chance to correct the misunderstanding, but the devs can't be expected to anticipate every possible intention the line could carry. 

In DAO, I didn't frequently come across a time where my intentions were misinterpreted. Usually if I wasn't clear on a line, I'd skip that one in favor of a line that seemed clearer in intention to me.

You're using smilies to get tone across. I think that perfectly illustrates the point that tone does not HAVE to be carried by *voice* for it to carry the proper intention. It isn't the addition of tone indicators in DA2 that bothers me, it's the addition of physically hearing and seeing the delivery of the lines that, to me, causes the disconnect.

Modifié par phaonica, 25 juillet 2011 - 07:11 .


#88
lobi

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Harid wrote...

Bioware has never really excelled at writing player controlled evil characters in any game I've ever played of theirs. . .either you are a smart alec jerkass or you are moustache twirling evil.

I doubt they have any desire to change this.

You do not think choosing cutting a childs throat instead of  walk ten miles to get mages is perhaps beyond the moustache twirling level of nasty? How about murdering historians or slightly injured fellow soldiers. Members of your own team? please. DA2 was sanitised of such things and suffered because of that.

Modifié par lobi, 25 juillet 2011 - 07:20 .


#89
wright1978

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For me voiced main character adds so much to the immersion and enjoyment within the role. In a similar way before they added sound to film, they haven't gone back as the audience would find the lack of it completely alien after experiencing the wonder of sound.

#90
lobi

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wright1978 wrote...

For me voiced main character adds so much to the immersion and enjoyment within the role. In a similar way before they added sound to film, they haven't gone back as the audience would find the lack of it completely alien after experiencing the wonder of sound.

Because film is a passive medium. All that is required is that one sits back and consumes the product. Is that how you want games? God mode by default? No need for thought or creativity by the player. Call Tevinter we have a volunteer!

Modifié par lobi, 25 juillet 2011 - 07:44 .


#91
PsychoBlonde

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In the interests of balance, I will weigh in yet again on this issue: I don't care whether the protagonist is voiced or not, as long as whichever is done WELL and the opportunities of the voiced/non-voiced option are USED. One is not better than the other, they are just different and lend themselves to a different approach.

I kind of prefer the voiced protagonist at the moment, but it's getting a bit old because it's NOT being used to its potential.

#92
lobi

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PsychoBlonde wrote...

In the interests of balance, I will weigh in yet again on this issue: I don't care whether the protagonist is voiced or not, as long as whichever is done WELL and the opportunities of the voiced/non-voiced option are USED. One is not better than the other, they are just different and lend themselves to a different approach.

I kind of prefer the voiced protagonist at the moment, but it's getting a bit old because it's NOT being used to its potential.

Define potential. More options in personality? intonations. Better script writing? what?
Voiced in Dragonage took away immersion, it did not add any thing but better defined rails.

Modifié par lobi, 25 juillet 2011 - 07:52 .


#93
wright1978

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lobi wrote...

wright1978 wrote...

For me voiced main character adds so much to the immersion and enjoyment within the role. In a similar way before they added sound to film, they haven't gone back as the audience would find the lack of it completely alien after experiencing the wonder of sound.

Because film is a passive medium. All that is required is that one sits back and consumes the product. Is that how you want games? God mode by default? No need for thought or creativity by the player. Call Tevinter we have a volunteer!


No it is about technological improvements. People drove cars without power steering. Now they have power steering & nobody would go back to the previous experience. It is all about creating a more lifelike character through improved graphics, animation & interaction which vastly improves the role playing experience imo.

#94
lobi

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The potential in games for the player to be creative and involved in the game space in a meaningful way is not going to happen if Developers are allowed to continue locking players into a one track movie script with pre-developed player characters which is what is happening with the DA franchaise.
Mass Effect has been like this from the beginning, ok that's acceptable. But trying to turn Dragon age into another Mass effect is reprehensible and motivated soley by the desire for profit. The room players had to create their individualised player char within the game space has been diminished.
Those that want to call this progress technological or otherwise are in my opinion, foolish.

Modifié par lobi, 25 juillet 2011 - 08:08 .


#95
Feraele

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wright1978 wrote...

lobi wrote...

wright1978 wrote...

For me voiced main character adds so much to the immersion and enjoyment within the role. In a similar way before they added sound to film, they haven't gone back as the audience would find the lack of it completely alien after experiencing the wonder of sound.

Because film is a passive medium. All that is required is that one sits back and consumes the product. Is that how you want games? God mode by default? No need for thought or creativity by the player. Call Tevinter we have a volunteer!


No it is about technological improvements. People drove cars without power steering. Now they have power steering & nobody would go back to the previous experience. It is all about creating a more lifelike character through improved graphics, animation & interaction which vastly improves the role playing experience imo.


I wouldn't say they are more life-like in DA 2,  granted the running and combat animations are more fluid.   But my Fem Hawke,  runs danged funny.    I think if she keeps that wiggle up she's going to end up with spinal problems. :P  Curvature of the spine or some such. 

There are certain areas where technological improvements are not required.   But I will state again, if Bioware would like to implement a toggle, so that we can shut off those immersion breaking voices,  I might get a little more interested in what they have to offer in the way of the "new direction".   Currently my interest is waning rapidly.   Still haven't completed my first run through of DA 2 and I bought that game (pre-ordered) in October 2010 I believe it was.    It just does not pull me in. 

#96
0x30A88

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Of course voiced is nice, but they have to sacrifice the multiple races and origins. I hope DA3 takes 4-5 years and delivers what we loved Origins for. I'd say they could do more if the toolset programmers optimized the Toolset, for there are too many ways it can be. A more object-oriented scripting langauge akin to C# and sounds incorprated into cutscene animations would make so much difference to name a few.

#97
GodWood

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SILENT

#98
lobi

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Gisle Aune wrote...

Of course voiced is nice, but they have to sacrifice the multiple races and origins. I hope DA3 takes 4-5 years and delivers what we loved Origins for. I'd say they could do more if the toolset programmers optimized the Toolset, for there are too many ways it can be. A more object-oriented scripting langauge akin to C# and sounds incorprated into cutscene animations would make so much difference to name a few.

A decent toolset could possibly show what kind of awesome game dragonage2 could have been, and embarress the Devs, or we can end up with another sapphos daughters only better animated, and embarrass the Devs.Image IPB

Modifié par lobi, 25 juillet 2011 - 08:23 .


#99
SilentK

SilentK
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lobi wrote...

The potential in games for the player to be creative and involved in the game space in a meaningful way is not going to happen if Developers are allowed to continue locking players into a one track movie script with pre-developed player characters which is what is happening with the DA franchaise.
Mass Effect has been like this from the beginning, ok that's acceptable. But trying to turn Dragon age into another Mass effect is reprehensible and motivated soley by the desire for profit. The room players had to create their individualised player char within the game space has been diminished.
Those that want to call this progress technological or otherwise are in my opinion, foolish.


Hmmm  I don't agree with you here   =)    I have loved all my Shepards and Hawkes and very much feel that they are different people. You may prefer to play a silent char but for me, I love my voiced alts. Hmm...  I think it's a little harsh to call it foolish perhaps. We all just prefer different things.

#100
lobi

lobi
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SilentK wrote...

lobi wrote...

The potential in games for the player to be creative and involved in the game space in a meaningful way is not going to happen if Developers are allowed to continue locking players into a one track movie script with pre-developed player characters which is what is happening with the DA franchaise.
Mass Effect has been like this from the beginning, ok that's acceptable. But trying to turn Dragon age into another Mass effect is reprehensible and motivated soley by the desire for profit. The room players had to create their individualised player char within the game space has been diminished.
Those that want to call this progress technological or otherwise are in my opinion, foolish.


Hmmm  I don't agree with you here   =)    I have loved all my Shepards and Hawkes and very much feel that they are different people. You may prefer to play a silent char but for me, I love my voiced alts. Hmm...  I think it's a little harsh to call it foolish perhaps. We all just prefer different things.

I call foolish on the willingness to let Devs off the hook when it comes to a diminishing the scope for individuality in a pre-existing franchaise which enjoyed it's popularity due to said scope for individuality.
I do not like cheesburgers made with processed cheese that taste the same in china as they do in kentucky. Some do. If they had always been that way fine. but if it was changed as soon as it was popular for an inferior product pandering to a mass taste for the safety and security of the generic just to make more filthy lucre I am the type to anger.

Modifié par lobi, 25 juillet 2011 - 08:55 .