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


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#901
slashthedragon

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DeadPoolMK wrote...

I vote for voiced protagonist (which is what we're getting, even if you don't want that), but with the option to mute the player character for those who, for some reason or another, despise the voice acting.


This is a perfectly reasonable idea and unfortunately has about 0% of being implemented ><;

#902
fritzywiggins

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DeadPoolMK wrote...

I vote for voiced protagonist (which is what we're getting, even if you don't want that), but with the option to mute the player character for those who, for some reason or another, despise the voice acting.


Exactly this.  Wish we could add this to the poll.

#903
Guest_offline_*

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Personally I dont really mind either way. The ONLY important thing is that the voiced protag option doesnt mean less dialogue options and only a human protag option. Sure it means more work and money but put back the varied responses from previous BioWare RPGs.

If you're going to choose something based on artistic direction ensure you dont hinder/lessen or restrict game play or Role Playing options to make that happen.

It happened with the NPC inventory/armour idiocy. Because some *&%#@&$# decided he/she wanted a certain look for the NPCs they stripped out a core game play mechanic to make it work.

If you go voiced then spend some time an money and do it correctly. The rushed, low budget approach almost destroyed DAII. Time to learn from that and give as a deep, complex game with full Role Playing options... and that means OPTIONS!!

#904
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The first game I ever played without a voiced protagonist was Oblivion, albeit several years after it came out (late 2010-2011). I didn't really mind one way or the other, because you don't even really say all that much. But the second was DA:O. I knew it didn't have a voiced protagonist, and that worried me, I initially felt it would be bad. However, i grew to love it even more that voiced. I feel it offers far more flexibility.

#905
TheShadowWolf911

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Cryocore wrote...

Personally I dont really mind either way. The ONLY important thing is that the voiced protag option doesnt mean less dialogue options and only a human protag option. Sure it means more work and money but put back the varied responses from previous BioWare RPGs.

If you're going to choose something based on artistic direction ensure you dont hinder/lessen or restrict game play or Role Playing options to make that happen.

It happened with the NPC inventory/armour idiocy. Because some *&%#@&$# decided he/she wanted a certain look for the NPCs they stripped out a core game play mechanic to make it work.

If you go voiced then spend some time an money and do it correctly. The rushed, low budget approach almost destroyed DAII. Time to learn from that and give as a deep, complex game with full Role Playing options... and that means OPTIONS!!


nicely said

#906
Rorschachinstein

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My guy needs to be able to sing musicals. Have you seen the Jokes in DAII that Hawke makes? Especially in MotA.

#907
tranxhdr

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Voiced. I wished DA1 had a voiced PC. I was ecstatic that DA2 had it. I really hope DA3 does too.

#908
garf

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Cryocore wrote...

Personally I dont really mind either way. The ONLY important thing is that the voiced protag option doesnt mean less dialogue options and only a human protag option. Sure it means more work and money but put back the varied responses from previous BioWare RPGs.

If you're going to choose something based on artistic direction ensure you dont hinder/lessen or restrict game play or Role Playing options to make that happen.

It happened with the NPC inventory/armour idiocy. Because some *&%#@&$# decided he/she wanted a certain look for the NPCs they stripped out a core game play mechanic to make it work.

If you go voiced then spend some time an money and do it correctly. The rushed, low budget approach almost destroyed DAII. Time to learn from that and give as a deep, complex game with full Role Playing options... and that means OPTIONS!!


THIS.

#909
Meris

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Cryocore wrote...

Personally I dont really mind either way. The ONLY important thing is that the voiced protag option doesnt mean less dialogue options and only a human protag option. Sure it means more work and money but put back the varied responses from previous BioWare RPGs.

If you're going to choose something based on artistic direction ensure you dont hinder/lessen or restrict game play or Role Playing options to make that happen.

It happened with the NPC inventory/armour idiocy. Because some *&%#@&$# decided he/she wanted a certain look for the NPCs they stripped out a core game play mechanic to make it work.

If you go voiced then spend some time an money and do it correctly. The rushed, low budget approach almost destroyed DAII. Time to learn from that and give as a deep, complex game with full Role Playing options... and that means OPTIONS!!


This, I think, is the most important thing to be said about the voice/silence dilemma.

#910
b09boy

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Silent. The thing about voiced protagonists is that it sends ripples throughout the rest of the game that cannot be avoided. There will be less dialoue options. Why? Because you're doubling, or if there's a male/female selection, trippling the amount of voice acting. That's more space and more money. So they have to be picky about what they choose to implement. Options will be more limited, coversations shortened alongside character development, race choices will be eliminated completely, stuff like this.

It's like you're tearing out half the things which make it a RPG to begin with in favor of...what? Cinematic design? A design that's going to be replaced soon anyway once developers learn they can implement voice recognition software into games, basically meaning you will be able to speak for your characters?

#911
TheShadowWolf911

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b09boy wrote...

Silent. The thing about voiced protagonists is that it sends ripples throughout the rest of the game that cannot be avoided. There will be less dialoue options. Why? Because you're doubling, or if there's a male/female selection, trippling the amount of voice acting. That's more space and more money. So they have to be picky about what they choose to implement. Options will be more limited, coversations shortened alongside character development, race choices will be eliminated completely, stuff like this.

It's like you're tearing out half the things which make it a RPG to begin with in favor of...what? Cinematic design? A design that's going to be replaced soon anyway once developers learn they can implement voice recognition software into games, basically meaning you will be able to speak for your characters?


indeed.

as for the voice recognition software........i can see hilarious conversations with that, and even funnier let's plays.

#912
ImperatorMortis

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I prefer silent, it allows for more dialogue options, and I get to imagine my characters voice. So I'm not necessarily stuck with something that sounds awkward, or lame.

#913
garf

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I'm honestly ambivalent on this. But silent allows me to imagine my own voice, which with rate rythym and cadence gives a lot more nuance to my control. Also silent frees up at least two voice actors worth of wages to put in other places in the game.

That said, I enjoyed having "myself" (my shepherd anyway) voiced by Jennifer Hale. She did a great job. too great at one point. Her acting sold me on the idea that shepherd really WAS caving to the the starchild. which didn't help in the end at all.

...
So yeah while voiced is okay and I don't really --Dislike-- it Silent works for me too and right now if I HAD to pick I'd choose silent. Although in practice I'm willing to 'allow' Bioware their 'artistic integrity' on this choice. ;)

#914
DeadPoolX

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ImperatorMortis wrote...

I prefer silent, it allows for
more dialogue options, and I get to imagine my characters voice. So I'm
not necessarily stuck with something that sounds awkward, or
lame.

How does it allow for more dialogue options?  You might get four or five choices whether it's silent or voiced, all of which is pre-selected by the game's writers.

It's not like having a  silent protagonist allows you to type in whatever you want to say.  Even then the game would only recognize what it's been programmed to.

garf wrote...

Also silent frees up at least two voice actors worth of wages to put in other places in the game.

This right here is the only tangible benefit I can see to having a silent protagonist.

Modifié par DeadPoolMK, 27 mars 2012 - 10:28 .


#915
Silver77nz

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I prefer voiced just because I like hearing a voice that belongs to my character. However, they need to come up with a better way of letting you know what you will be saying. I've picked certain dialouge options and what I said instead wasn't what I expected. Had me face palming at times. So silent is great at times cause you know exactly what you are going to say and seems you have more options available. If voiced dialouge allowed you to know what you are going to say then that would be a great improvement rather than a paraphrase word.

#916
Conquerthecity

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 Voiced all the way. 

When I play a video game I prefer that the main character is like one from a book or movie, with a nuanced personality, flaws, desires, a background, and all that good stuff that forms a person. Sure, in Origins you get the background part and can choose desires. However, any of these desires or feelings chosen in relation to circumstances are made pointless because of how the Warden stands there like a non-emotive statue. Thus, he/she does not feel like a real character or person to me. 

A voiced character can express all those things. 

Modifié par Mungolian_, 28 mars 2012 - 08:17 .


#917
Zodann

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Thing with silent protagonist is that you can actually use your own imagination rather than just watching a movie, also with this you get more choices for your character; race and such can be chosen, also they can express more with text and have more variation with it - like intelligence affecting your replies, your other stats/skills affecting replies, with dialog wheel you don't get these options.

Perhaps you should ask "Dialog wheel or multiple choices"

#918
b09boy

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DeadPoolMK wrote...
How does it allow for more dialogue options?  You might get four or five choices whether it's silent or voiced, all of which is pre-selected by the game's writers.


It doesn't necessarily affect how many options are available in any particular choice, but it does limit the number of coversations and even the number of times choices are available in a coversation.

#919
brushyourteeth

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silent.

Voiced mains are unrealistic in that in real life I never sit around for another minute and raptly listen to myself speak. Speech consists of deciding exactly what to say next with no risk of surprise and then listening raptly for the coming reply.

This was something that worked beautifully in DA:O simply because the writing was SO GOOD. Dialogue choices conveyed the emotion that the unvoiced character lacked, and those of us with imaginations were able to make of the Warden what we willed. In attempting to make the dialogue more realistic by voicing it, Bioware has done the opposite by making a mystery of something we've fundamentally practiced since early childhood.

Not to mention this most likely means no more origin options.

Though as others have said, the DA team has already made up their minds at this point, which in my opinion shows that they don't realize what they have been given. Namely, a source material from Mr. Gaider and a talented support writing staff with enough writing power behind them to make us believe it without having it read to us. It was something that make DA stand out against Mass Effect. I've always loved loving both franchises and the ways they complimented one another without copying one another.

That said, and the conversation wheel being forced upon us, the DA team chose fantastic voice actors for both Hawkes which did soften the blow. I'll still happily replay DAII and look forward to buying the next installment.

My new gaming strategy for DAIII? Spin the wheel and see where it lands at random. If my character's responses are fated to be a mystery, I say embrace the element of surprise and go all the way!

Modifié par brushyourteeth, 28 mars 2012 - 08:15 .


#920
DeadPoolX

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brushyourteeth wrote...

Voiced mains are unrealistic in that in real life I never sit around for another minute and raptly listen to myself speak. Speech consists of deciding exactly what to say next with no risk of surprise and then listening raptly for the coming reply.

I don't want to sound like a jerk, but unless you wield medieval weapons, cast magic and fight dragons, darkspawn, undead, and so forth in real life, playing the "it's not realistic" card doesn't hold much weight. 

Besides, with a silent protagonist, you still see your character in conversations.  So DA:O is just as guilty of this as DA2 and presumably DA3 as well.

Modifié par DeadPoolMK, 28 mars 2012 - 10:10 .


#921
Sutekh

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brushyourteeth wrote...

Voiced mains are unrealistic in that in real life I never sit around for another minute and raptly listen to myself speak.

That's one weird argument. Do you watch yourself acting IRL?

#922
Berty213

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Some very interesting discussions going on here, it seems we are very split on this. I'm voting for Silent because it feels like I am a character in the game rather than playing as one.

#923
lx_theo

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Voiced, big time. Ever since I've played the voiced dialogue wheels, its been harder to play the silent dialogue ones. My character seems lifeless without the voiced dialogue :/

#924
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All I see from the 'voiced' proponents are some folk without an imagination. Its not a judgement but seriously I dont see what the issue is with going silent. It just seems like people cant cope with not having everything presented to them. Then again I guess that is waht happens as design philosophies and technology changes. Not to forget all the non RPGers BioWare/EA has been trying to appeal to. I guess times change its just a shame we seem to be going towards a cinematic approach rather than an interactive one.

Another issue that people has with silent protag was the vacant non reactive look when ever you 'talked'. My solution to this is simple and one I cant see an issue with. Go first person for conversations. Hell you could even add a game play mechanic with it. By looking away, or not focusing on faces could annoy the NPC you're talking to, or by looking at another character during a conversation that another party member knows things about/is involved with could be an indication for them to get involved with the conversation. It could even be used when you are not invovled in the conversation when an party member needs/want some guidance (nod, or shake to indicate yes/no, etc). This would be in addition to button press/mouse click interrupts.
It removes the blank stares and could make conversations more natural and dynamic.

#925
Pasquale1234

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^^ This.

I rarely had an issue with the "Warden's blank stare" because so many of the shots were over-the-shoulder.  In most conversations, I focused on the NPC, anyway, and mostly ignored any presence of the Warden's avatar on the screen.  That way I was able to fill-in the Warden's gestures, expression, behaviors in a way that was consistent with the personality, beliefs, and motives of the particular Warden I was role-playing.  Not perfect, but it worked well enough to make for a satisfying role-playing experience.