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What is your actual opinion on Voiced/Silent protagonist? - with POLL.


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#301
Zanallen

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The Ethereal Writer Redux wrote...

That those people of the focus group didn't like it doesn't mean that everyone in the world will feel the same way. If I can still skip the dialogue in DAII even with the paraphrases, removing the actual lines doesn't change anything. It just defeats the point of what Bioware did.

They removed the entire line in favor of the paraphrase so we'd hear the voiced line, but I can still skip over it if I want to. And I have done so. So there is no merit to their argument, because it didn't change anything.


That's fine. I imagine that Bioware doesn't actually care if you listen to the line or not. Especially not with multiple runs where you are listening to things you have already heard. As for focus groups, of course they don't speak for everyone in the world. However, the purpose of a focus group is to use a random selection of people from what is considered the core audience of the product to see how they react. It works pretty much like an empirical survey.

So, to reiterate, the paraphrases have nothing to do with Bioware wanting you to listen to the coice work and everything to do with feedback about not liking to read the full line and then have the same full line read back to you.

#302
txgoldrush

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Ryllen Laerth Kriel wrote...

txgoldrush wrote...


The more the character is customizable, the weaker he is in regards to the story. There is a tradeoff. Look at the Nameless One, he was a set character, JC Denton as well, Geralt of Rivia. Agent Thorton. If it wasn't for the Nameless One being a set character, the story would not be as good. Its a great tradeoff to have a character like Hawke, than an empty emotionless shell like the Warden. And frankly, DAII shows more humanity than DAO or KOTOR ever did. The more there is player freedom, the weaker the story will be. You have to manage this tradeoff, it cannot be ignored.


Well this is an opinion thread and you're certainly entitled to your opinion. But you do make me wonder at alot of things. The Warden was more customizable yet was DA:O's story worse or better than that of DA 2? Did Hawke have more or less effect on the plot of DA 2 than the Warden in DA:O? To me, my Wardens had more personality and variety since I was allowed to interact with the software more and suspend my disbelief. Also, I thought the writing was better in DA:O since it allowed the player to interact more with how the plot proceeded. DA:O is far from a flawless game, it had alot of room for improvements. But to me, it is a much more inspired effort of a game.

There is great strength in vagueness and suspension of disbelief. It's why reading books will never go out of style as a method of telling a story. When people get specific, it creates limitations. There is a fine line to walk between stating exact deffinitions and allowing your audience to interact with the story. DA 2 was such a dissapointment for me, personally, because it gave up much of the freedoms I could interact with the software on and gave me nothing in return as far as impovement on the story. There was no trade off for me as a gamer, it was just a big minus.


Suspend disbelief, why do I have to suspend disbelief? The protagonist staring like an idiot clashes with the language he is trying to express. Its last gen limitations. Its not even the silenet protagonist thats the biggest problem, its how Bioware handled him or her. Fallout games don't show the character standing around with a blank stare in emotional moments or in big more than two character conversations. But DX Human Revolutions dialogue system will even surpass Fallout New Vegas's with a vocal protagonist and a smart dialogue wheel.

The problem with games like DAO is that they want you to suspend disbelief and not suspend disbelief at the same time. The cinematic presentation downright hurts the silent protagonist. If the Warden is shown doing things you have no control of doing, why can't he talk and emote as well. They are trying to have it both ways. They try to make him part of the presentation, but not part of it as well.

With Hawke, the conversations are more natural as they chose to take one path, the cinematic over the other. Freedom is nice, but it sacrifices plot porgression. There is a trade off, the more free your RPG, the weaker the plot. The cutsomizable protagonist will always be a shallower character than a set protagonist, and while Hawke is not as deep as say, someone like the Nameless One, Geralt, or upcoming Adam Jensen (who are evel less customizable than Hawke)...she is certainly deeper than the Warden or the Spirit Monk (and while KOTOR lets Revan and the Jedi Exile be customizable, offical canon has them both as set protagonists) . DAII traded freedom for humanity, which is a fine tradeoff. No (or less) suspension of disbelief neccessary.

#303
txgoldrush

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KLUME777 wrote...

txgoldrush wrote...


B) hard to use imagination when character is shown standing around emotionless. But no, lets continue a techincal limitation. Instead of following blind WRPG dogma, expand your horizons.


Not hard at all actually. My Warden has far more personality, character and depth than Shepherd and Hawke can ever have. I used my imagination that the game allows for.

And i see those freedoms as far better than being able to give a "rallying" speech *cough* cheezy *cough* or some silly jig. And honestly, i don't buy the voice giving a speech crap. I cringe every time Shepherd gives his/her speech, and i much more prefered the speech you gave in KotOR 2 to the Dantooine militia. And if that doesn't work, then what DAO did was fine, which is using an NPC like Alistair or Anora.


The problem however is DUE TO DAO'S CINEMATIC NATURE, it is much harder to use your imagination.

Contrast with a game like New Vegas in where the protagonist is never shown in conversation. This allows you more to use your imagination. It works better because Fallout games use less cinematic presentation an dmore of a seet he world as the character sees it approach.

#304
xkg

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txgoldrush wrote...
The problem however is DUE TO DAO'S CINEMATIC NATURE, it is much harder to use your imagination.


Gezzz and again ... It is harder for YOU to use YOUR imagination but not for me to use MINE.
As I previously said someone lacks imagination here and your imagination seems so limited that you can't even imagine others being able to do something you can't or others having different point of view.

Stop this nonsense please. We all know your opinion on this matter but don't try to convice anyone that you are more correct than he is.

"there's no accounting for taste" and my taste is for silent protagonist and full dialogue and nothing you will ever say is going to change that. Period.

#305
txgoldrush

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xkg wrote...

txgoldrush wrote...
The problem however is DUE TO DAO'S CINEMATIC NATURE, it is much harder to use your imagination.


Gezzz and again ... It is harder for YOU to use YOUR imagination but not for me to use MINE.
As I previously said someone lacks imagination here and your imagination seems so limited that you can't even imagine others being able to do something you can't or others having different point of view.

Stop this nonsense please. We all know your opinion on this matter but don't try to convice anyone that you are more correct than he is.

"there's no accounting for taste" and my taste is for silent protagonist and full dialogue and nothing you will ever say is going to change that. Period.


tough too bad for you Bioware is sticking with voiced protagonists....

Modifié par txgoldrush, 18 août 2011 - 09:14 .


#306
xkg

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Maybe but there are other developers and other games (modern games too) New Vegas, Drakensang upcoming Skyrim. Silent protagonist and full text isn't going anywhere and one or even a few developers aren't going to shatter my gaming world don't worry about that.

#307
furryrage59

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txgoldrush wrote...

KLUME777 wrote...

txgoldrush wrote...


B) hard to use imagination when character is shown standing around emotionless. But no, lets continue a techincal limitation. Instead of following blind WRPG dogma, expand your horizons.


Not hard at all actually. My Warden has far more personality, character and depth than Shepherd and Hawke can ever have. I used my imagination that the game allows for.

And i see those freedoms as far better than being able to give a "rallying" speech *cough* cheezy *cough* or some silly jig. And honestly, i don't buy the voice giving a speech crap. I cringe every time Shepherd gives his/her speech, and i much more prefered the speech you gave in KotOR 2 to the Dantooine militia. And if that doesn't work, then what DAO did was fine, which is using an NPC like Alistair or Anora.


The problem however is DUE TO DAO'S CINEMATIC NATURE, it is much harder to use your imagination.

Contrast with a game like New Vegas in where the protagonist is never shown in conversation. This allows you more to use your imagination. It works better because Fallout games use less cinematic presentation an dmore of a seet he world as the character sees it approach.


What a load of rubbish. DA:O in it's entirety allowed me to immerse and use my imagination more than any game in recent memory.

#308
Sacred_Fantasy

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txgoldrush wrote...
Suspend disbelief, why do I have to suspend disbelief? The protagonist staring like an idiot clashes with the language he is trying to express. Its last gen limitations. Its not even the silenet protagonist thats the biggest problem, its how Bioware handled him or her. Fallout games don't show the character standing around with a blank stare in emotional moments or in big more than two character conversations. But DX Human Revolutions dialogue system will even surpass Fallout New Vegas's with a vocal protagonist and a smart dialogue wheel.

And how does that any worse than an idiot 3 color personality AI Hawke who talk the tone I don't want him/her to?

txgoldrush wrote...
The problem with games like DAO is that they want you to suspend disbelief and not suspend disbelief at the same time. The cinematic presentation downright hurts the silent protagonist. If the Warden is shown doing things you have no control of doing, why can't he talk and emote as well. They are trying to have it both ways. They try to make him part of the presentation, but not part of it as well.

And the problem with set protagonist is you are not talking. You just watch and analyze just like you are doing now. Watching and day dreaming is not role-playing. Watching movie is not the same as acting in the movie where you're suppose to be the actor.

txgoldrush wrote...
With Hawke, the conversations are more natural as they chose to take one path, the cinematic over the other.


More natural? You mean Hawke inability to investigate in consistent sarcastic or aggresive tone is natural? More like psychotic disorder to me.

txgoldrush wrote...
Freedom is nice, but it sacrifices plot porgression. There is a trade off, the more free your RPG, the weaker the plot.

I would to say that freedom is what make RPG interesting because it's all about journey, exploration and your own story to share with others. Not the one same journey and story for the rest of 99999 blue,purple and red Hawke clones all over the world.

txgoldrush wrote...
The cutsomizable protagonist will always be a shallower character than a set protagonist, and while Hawke is not as deep as say, someone like the Nameless One, Geralt, or upcoming Adam Jensen (who are evel less customizable than Hawke)...she is certainly deeper than the Warden or the Spirit Monk (and while KOTOR lets Revan and the Jedi Exile be customizable, offical canon has them both as set protagonists) . DAII traded freedom for humanity, which is a fine tradeoff. No (or less) suspension of disbelief neccessary.

Problem is your two goody shoes Hawke is the same character and has the same story with the one I've played. That's annoy me even more than the shallow customizable character.

Modifié par Sacred_Fantasy, 18 août 2011 - 12:07 .


#309
yaw

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Voiced, if the character is fully developed.
Silent, if the character is supposed to be player imagined.

Personally, I would prefer a player imagined character, and therefore a silent one... but I don't care that much. What I DO care about, is that we get one of the two.

Not a mix. Not a Hawke. It just doesn't work.

#310
TEWR

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mrcrusty wrote...

Gunderic wrote...

txgoldrush wrote...

Ryllen Laerth Kriel wrote...

That makes absolutely no sense to me. Why would I want to be suprised by what my main character says and does with inaccurate paraphrasing? Having more control over a main character allows a player to have more freedom in the game and allows for (the potential of) more actual plot-based interactivity with the game world as opposed to being stuck behind the fourth wall, watching the puppets on stage do their own thing.


once again, thought process, not a paraphrase...

You can't put emotion in a dialogue tree, you can't put subtle or natural language in a dialogue tree, you can't put sarcasm


Umm... what? :mellow:


[Diplomatic] To be fair, I think he's referring to ambiguous (and untagged) dialog options.

[Taunt] Man, that's funny. Txgoldrush really didn't think things out when he said that.

[Intelligence] But I've thought about something. A dialog tree refers to the structure of dialog, does it not? Tonal dialog is still done in trees, just presented differently.

[Wisdom] Paraphrases in the sense of a tonal icon and 2-3 words doesn't make a "thought process". A thought process would require something more elaborate and indepth, combining the emotional aspect of what you intend to say and the topical intent of what you mean to say in abstract terms, then condensing that down into a coherent response, whether it be one paragraph or just one line. That sounds a bit like the tonal icons, but the paraphrases make for terrible elaboration points.

[Endurance] It's probably not the best idea to bring these sorts of issues up with txgoldrush though, because he can go for quite a while on this issue once it starts up.

[Luck] I'm just hoping it doesn't.

<Lie> Because we all know that text is a horrible medium for conveying sarcasm, sincerity and meaning.

<Truth> In any case, it's a matter of preference, not an objective difference.

[Charisma] I'm sure a lot of people agree with my side of the equation, but I know there are others who don't.

[Diplomatic] I just hope that when we discuss and make arguments, we try to make good ones and be mindful of those who hold an opposing opinion and recognise, that in this particular issue, it's a matter of preference only.

....

:wizard:



Image IPBImage IPBImage IPB

#311
Xewaka

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yaw wrote...
Voiced, if the character is fully developed.
Silent, if the character is supposed to be player imagined.
Personally, I would prefer a player imagined character, and therefore a silent one... but I don't care that much. What I DO care about, is that we get one of the two.
Not a mix. Not a Hawke. It just doesn't work.

I find myself agreeing completely with this.

#312
Nadia

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I've had a great time playing voiced Hawke, even if sometimes paraphrases suprized me, it was often in a positive way, especially regarding to humorous answers :) and voice artists did a very nice job in my opinion, so I'd prefer to stick with voiced protagonist, with dialog system working even exactly like in DA2. No matter how people would critisize it, I just had a gret deal of laugh thanks to it and I'd like it to stay in DA3 :-)

#313
ShadyKat

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Voiced doesn't bother me at all. But the fact that it forces the player only to play as one race (human) does bug me.

#314
Sylvius the Mad

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Zanallen wrote...

Sylvius the Mad wrote...

This is the part I don't understand.  I get that the paraphrase was added to prevent the players from skipping the voiced lines.  But why?  Why does BioWare care if people skip the voiced lines?

And, if BioWare wants so badly to make us listen to the voiced line, why is the option to skip them still in the game?  Wouldn't it have made more sense just to remove that option?

But they didn't, because they don't actually want to stop people from skipping the dialogue.  They can't, or they would have removed the ability to skip ahead during conversations.

So why the paraphrases?  Their explanation doesn't hold water.


Repetition. Focus groups didn't like reading the line and then having it read back to them. That is the purpose of the paraphrase. Same reason Witcher 2 switched to a paraphrase system.

That's not what I asked.  Repetition is why the players skipped the lines.  There was a tool available for them to avoid the repetition, and they used it.

I want to know why that wasn't something BioWare was willing to allow.  Why is the players skipping the dialogue a problem?

#315
Sylvius the Mad

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txgoldrush wrote...

once again, thought process, not a paraphrase...

You can't put emotion in a dialogue tree, you can't put subtle or natural language in a dialogue tree, you can't put sarcasm or having a character say one thing in a tone implying another in a dialogue tree, and you can't put body language in a dialogue tree. Dialogue trees have limits in that they have to be literal so you don't confuse the player.

The ME/DA2 paraphrase system is guaranteed to confuse the player, as the player can't know what it is Hawke/Shepard is going to say.  The literal content of the lines is hidden from him.  If the player wants the Warden to avoid saying something, he can avoid choosing the dialogue option that says that thing.  But with Hawke/Shepard, that's not an option.  Hawke/Shepard might say anything at all after that paraphrase, and there's no way for the player to tell reliably what literal content that spoken line will contain.

And while I'm confindent the paraphrases can be written better than they have been in any paraphrasd game we've seen so far (in all three of those, the paraphrases have been uniformly dreadful), they can never match the accuracy of showing the full line.

Losing that level of information about what my character is going to say isn't something I'm willing to accept.

#316
Sylvius the Mad

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yaw wrote...

Voiced, if the character is fully developed.
Silent, if the character is supposed to be player imagined.

If the character is fully developed, I want that to be clear from the marketing so I can avoid buying the game.

A fully developed main character holds no interest for me at all.

Now, I don't think that Hawke is fully developed.  He's just poorly implemented.

#317
KillTheLastRomantic

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Silent.\\

#318
dheer

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mrcrusty wrote...

Gunderic wrote...

txgoldrush wrote...

Ryllen Laerth Kriel wrote...
That makes absolutely no sense to me. Why would I want to be suprised by what my main character says and does with inaccurate paraphrasing? Having more control over a main character allows a player to have more freedom in the game and allows for (the potential of) more actual plot-based interactivity with the game world as opposed to being stuck behind the fourth wall, watching the puppets on stage do their own thing.


once again, thought process, not a paraphrase...

You can't put emotion in a dialogue tree, you can't put subtle or natural language in a dialogue tree, you can't put sarcasm


Umm... what? :mellow:

[Diplomatic] To be fair, I think he's referring to ambiguous (and untagged) dialog options.

[Taunt] Man, that's funny. Txgoldrush really didn't think things out when he said that.

[Intelligence] But I've thought about something. A dialog tree refers to the structure of dialog, does it not? Tonal dialog is still done in trees, just presented differently.

[Wisdom] Paraphrases in the sense of a tonal icon and 2-3 words doesn't make a "thought process". A thought process would require something more elaborate and indepth, combining the emotional aspect of what you intend to say and the topical intent of what you mean to say in abstract terms, then condensing that down into a coherent response, whether it be one paragraph or just one line. That sounds a bit like the tonal icons, but the paraphrases make for terrible elaboration points.

[Endurance] It's probably not the best idea to bring these sorts of issues up with txgoldrush though, because he can go for quite a while on this issue once it starts up.

[Luck] I'm just hoping it doesn't.

<Lie> Because we all know that text is a horrible medium for conveying sarcasm, sincerity and meaning.

<Truth> In any case, it's a matter of preference, not an objective difference.

[Charisma] I'm sure a lot of people agree with my side of the equation, but I know there are others who don't.

[Diplomatic] I just hope that when we discuss and make arguments, we try to make good ones and be mindful of those who hold an opposing opinion and recognise, that in this particular issue, it's a matter of preference only.

....

:wizard:

Wow. My nomination for the post of the week.B)

/salute

#319
Everwarden

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I strongly prefer silent. I want to give my character a lot of personalization, and be able to give him his own, unique voice. It adds to replayability. 

That said, I want every other character to be voiced, just not the protagonist. 

#320
JonathonPR

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Silent for RPG and exploration games. Voice for shooters, action adventure and linear plot point types. Immersion requires the right combinations. There are exceptions.

#321
LordKinoda

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[quote]That pretty much sums up one of the biggest issues with voicing a protagonist. "This hero doesn't sound like I think he/she should!

Well...maybe we should go back to a more imaginative medium for telling the story, like text, where all heroes sound exactly like they should because the players read the lines in the perfect voice in their heads[/quote]

That could be true for me if I also thought Mark Meer and Nicholaus Boulton weren't that good, but I thought they were great.

[quote]Bioware even saves money and time outside of the recording studio and can use that money to focus on other areas of the game like not reusing areas, program in some waypoints so people actually walk around Kirkwall to make it look like more than a hundred people live there, add bowstrings to bows and sheathes to weapons so they aren't floating on the backs of characters, add races back to character selection, give depth to player classes instead of restrictions...oh the list goes on! [/quote]

Yeah because they did ALL of that DAO when the character was silent. This point would make sense if they did, but they didn't.

[quote]No, at first they tested with the full line. When what I described happened, they decided that to prevent people from skipping their expensive VA, they would force the people to listen to it to actually learn the entirety of the dialogue, by hiding said full line behind an insufficient paraphrase[/quote]

Okay. I've never found them insufficient. I get the meaning I want from the paraphrase I choose. Maybe I'm just better at reading intent.

[quote]Doing it after at least one playthrough would defeat the main point of adding a custom voice. And it would require more time than said playthrough.[/quote]

Not for me it wouldn't. How many playthoughs do you give games you enjoy ? I have at least 4 on the low-end of my favorites, and some up to 7. So for me it'd be worth it for those future playthroughs.

[quote]Well this is an opinion thread and you're certainly entitled to your opinion. But you do make me wonder at alot of things. The Warden was more customizable yet was DA:O's story worse or better than that of DA 2?[/quote]

Was DAO's narrative better? Definitely. But the story doesn't have anything to do with the voiced character. DA2's story being lackluster is not because of Hawke's voice, it's because it wasn't written as well. Period.

[quote]There is a fine line to walk between stating exact deffinitions and allowing your audience to interact with the story.[/quote]

Indeed. I can agree with this. The wheel isn't perfect, but it's leagues better than the tree with a silent character.

[quote]Not hard at all actually. My Warden has far more personality, character and depth than Shepherd and Hawke can ever have. I used my imagination that the game allows for.[/quote]

I have a plenty big enough imagination, and use it frequently when I'm reading a book to help give me a mental picture of how characters look and how they move. But when I'm watching a movie or playing a video game I shouldn't have to imagine how the character's face is moving or their body language, it should be shown for me. Just give me the choice on which emotions to act on, which is what the dialog wheel does. It's not perfect, but it's getting better with each game.

[quote]I cringe every time Shepherd gives his/her speech, and i much more prefered the speech you gave in KotOR 2 to the Dantooine militia.[/quote]

I loved that first speech that Shepard gave in ME 1 when they first set out, I got goosebumps. Loved the speech on Dantoonie too, but didn't get the same amount of emotion out of it. I would trade it for a spoken line in a nano-second.

[quote]And if that doesn't work, then what DAO did was fine, which is using an NPC like Alistair or Anora.[/quote]

Yeah, give the NPC more depth and character that should of been given to the one you are role playing as, that's fun.

[quote]Voiced doesn't bother me at all. But the fact that it forces the player only to play as one race (human) does bug me.[/quote]

Hawke's voice, both male and female, could of easily been applied to an elf or dwarf. I think they set Hawke as a human to make going to Kirkwall more believable. It was easier to be any race in DAO because no matter what the character was going to become a warden. Whereas an elf or dwarf going to Kirkwall to live wouldn't have made much sense.

[quote]and there's no way for the player to tell reliably what literal content that spoken line will contain.[/quote]

Again, I've never had this problem. I always got the intent of the paraphrase just fine.

[quote]Stop this nonsense please. We all know your opinion on this matter but don't try to convice anyone that you are more correct than he is. "there's no accounting for taste" and my taste is for silent protagonist and full dialogue and nothing you will ever say is going to change that. Period.[/quote]

Didn't really get the sense that anybody is trying to change anybody's mind. This thread is about why you think one side is better than the other, and of course the arguments that support why you think the way you do. Take everything everybody says here as an opinion. Nothing more, nothing less.

Modifié par LordKinoda, 18 août 2011 - 09:04 .


#322
Follow Me on Twitter

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I like having a voice protagonist, they could always go the extra mile next time and have multiple voice actors record for male/female and allow us to choose what we want our character to sound like.

#323
Sylvius the Mad

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LordKinoda wrote...

I always got the intent of the paraphrase just fine.

This is patently false.  I guarantee that you did not.

The only reason you think you did is because you weren't trying to resolve any detail.  You couldn't tell any more than the rest of us what specific questions would be asked or answered by Shepard's or Hawke's lines.  You just didn't care, which is why that uncertainty didn't bother you.

Modifié par Sylvius the Mad, 18 août 2011 - 09:13 .


#324
furryrage59

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[quote]LordKinoda wrote...

[quote]That pretty much sums up one of the biggest issues with voicing a protagonist. "This hero doesn't sound like I think he/she should!

Well...maybe we should go back to a more imaginative medium for telling the story, like text, where all heroes sound exactly like they should because the players read the lines in the perfect voice in their heads[/quote]

That could be true for me if I also thought Mark Meer and Nicholaus Boulton weren't that good, but I thought they were great.

[quote]Bioware even saves money and time outside of the recording studio and can use that money to focus on other areas of the game like not reusing areas, program in some waypoints so people actually walk around Kirkwall to make it look like more than a hundred people live there, add bowstrings to bows and sheathes to weapons so they aren't floating on the backs of characters, add races back to character selection, give depth to player classes instead of restrictions...oh the list goes on! [/quote]

Yeah because they did ALL of that DAO when the character was silent. This point would make sense if they did, but they didn't.

[quote]No, at first they tested with the full line. When what I described happened, they decided that to prevent people from skipping their expensive VA, they would force the people to listen to it to actually learn the entirety of the dialogue, by hiding said full line behind an insufficient paraphrase[/quote]

Okay. I've never found them insufficient. I get the meaning I want from the paraphrase I choose. Maybe I'm just better at reading intent.

[quote]Doing it after at least one playthrough would defeat the main point of adding a custom voice. And it would require more time than said playthrough.[/quote]

Not for me it wouldn't. How many playthoughs do you give games you enjoy ? I have at least 4 on the low-end of my favorites, and some up to 7. So for me it'd be worth it for those future playthroughs.

[quote]Well this is an opinion thread and you're certainly entitled to your opinion. But you do make me wonder at alot of things. The Warden was more customizable yet was DA:O's story worse or better than that of DA 2?[/quote]

Was DAO's narrative better? Definitely. But the story doesn't have anything to do with the voiced character. DA2's story being lackluster is not because of Hawke's voice, it's because it wasn't written as well. Period.

[quote]There is a fine line to walk between stating exact deffinitions and allowing your audience to interact with the story.[/quote]

Indeed. I can agree with this. The wheel isn't perfect, but it's leagues better than the tree with a silent character.

[quote]Not hard at all actually. My Warden has far more personality, character and depth than Shepherd and Hawke can ever have. I used my imagination that the game allows for.[/quote]

I have a plenty big enough imagination, and use it frequently when I'm reading a book to help give me a mental picture of how characters look and how they move. But when I'm watching a movie or playing a video game I shouldn't have to imagine how the character's face is moving or their body language, it should be shown for me. Just give me the choice on which emotions to act on, which is what the dialog wheel does. It's not perfect, but it's getting better with each game.

[quote]I cringe every time Shepherd gives his/her speech, and i much more prefered the speech you gave in KotOR 2 to the Dantooine militia.[/quote]

I loved that first speech that Shepard gave in ME 1 when they first set out, I got goosebumps. Loved the speech on Dantoonie too, but didn't get the same amount of emotion out of it. I would trade it for a spoken line in a nano-second.

[quote]And if that doesn't work, then what DAO did was fine, which is using an NPC like Alistair or Anora.[/quote]

Yeah, give the NPC more depth and character that should of been given to the one you are role playing as, that's fun.

[quote]Voiced doesn't bother me at all. But the fact that it forces the player only to play as one race (human) does bug me.[/quote]

Hawke's voice, both male and female, could of easily been applied to an elf or dwarf. I think they set Hawke as a human to make going to Kirkwall more believable. It was easier to be any race in DAO because no matter what the character was going to become a warden. Whereas an elf or dwarf going to Kirkwall to live wouldn't have made much sense.

[quote]and there's no way for the player to tell reliably what literal content that spoken line will contain.[/quote]

Again, I've never had this problem. I always got the intent of the paraphrase just fine.

[quote]Stop this nonsense please. We all know your opinion on this matter but don't try to convice anyone that you are more correct than he is. "there's no accounting for taste" and my taste is for silent protagonist and full dialogue and nothing you will ever say is going to change that. Period.[/quote]

Didn't really get the sense that anybody is trying to change anybody's mind. This thread is about why you think one side is better than the other, and of course the arguments that support why you think the way you do. Take everything everybody says here as an opinion. Nothing more, nothing less.[/quote]

Bolded - is purely your opinion and isn't a universal truth, not by a very very long shot. I HATE the wheel and paraphrasing system in dragon age and more often than not he says something that has nothing to do with your options given.

Tree was more diverse and i could immerse myself with the options given, rather than being lumbered with words that i had nothing to do with.

#325
Zanallen

Zanallen
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Sylvius the Mad wrote...

That's not what I asked.  Repetition is why the players skipped the lines.  There was a tool available for them to avoid the repetition, and they used it.

I want to know why that wasn't something BioWare was willing to allow.  Why is the players skipping the dialogue a problem?


You are looking at the problem backwards. Skipping the dialogue isn't the problem. The repetition is the problem. People were complaining about having the character speaking the exact same line that they just read. The suggestion offered was to have a paraphrased choice that lead to the actual dialogue line. It is the same reason for the change between TW1 (Full line followed by dialogue) and TW2 (Paraphase followed by dialogue).