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


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#176
Dragoonlordz

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Aradace wrote...

mrcrusty wrote...

Actually, this isn't a which will BioWare have for future games thread, this is a "what is your opinion on voiced/silent protagonist" thread.


Regardless, the implied agenda is there.  I can guarantee someone, somewhere will take the results of this poll and try to go on some holy crusade, preaching to BW "See? More people like silent protagonists!! You should bring them back!!!" 


If your only intention is to come in the thread and make snide comments, instead of talking about what you prefer and why then maybe you would be better off not commenting in this specific thread.

Imho on the subject there are two play styles, third and first personas as I have talked about before and having a VA or not allows the ability to play in one style or the other 'easier'. I prefer silent because I fall into the latter choice as prefered play style.

If anything it seems your the one who seems to be on this 'crusade' trying to shut down and debunk any talk about VA/Silent issue. Implying that it's meaningless and/or waste of peoples time talking about somehting they care about.

Modifié par Dragoonlordz, 08 août 2011 - 12:13 .


#177
Aradace

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Dragoonlordz wrote...

Aradace wrote...

mrcrusty wrote...

Actually, this isn't a which will BioWare have for future games thread, this is a "what is your opinion on voiced/silent protagonist" thread.


Regardless, the implied agenda is there.  I can guarantee someone, somewhere will take the results of this poll and try to go on some holy crusade, preaching to BW "See? More people like silent protagonists!! You should bring them back!!!" 


If your only intention is to come in the thread and make snide comments, instead of talking about what you prefer and why then maybe you would be better off not commenting in this specific thread.

Imho on the subject there are two play styles, third and first personas as I have talked about before and having a VA or not allows the ability to play in one style or the other 'easier'. I prefer silent because I fall into the latter choice as prefered play style.


I've offered my "feedback" on this particular issue MANY MANY times in MANY other duplicate threads like this.  What? You want me to go and "copy and paste" my repsonses from there and post them here? No thanks, not when this poor dead horse has already been beaten to a bloody, mangled, and unidentifiable pulp.  And if you take it as snide, that's your business.  Point is, Im simply stating what is a reality, and that is that you're not getting your silent protagonist back for the next game.  Take that at face value, the end.

@KLUME - Fighting for it is one thing.  But what good is it when it's been stated before already that you're not getting it back?  It's like trying to dig through a 3 foot concrete wall with nothing but a toothpick.  Sure it may seem like there's hope at first, but ultimately it ends up being futile because the toothpick breaks and now you're left with nothing to dig with.  Im not saying folks have to like it by any means.  But they should accept it at least and move on.

Modifié par Aradace, 08 août 2011 - 12:17 .


#178
xkg

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^
Yeah,ok no problem. Thank you for your insight into this matter, and for your advice.
But me and apparently a few others - we want to stay here and keep asking for silent protagonist - if you don't mind of course.

#179
KLUME777

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Aradace wrote...

Dragoonlordz wrote...

Aradace wrote...

mrcrusty wrote...

Actually, this isn't a which will BioWare have for future games thread, this is a "what is your opinion on voiced/silent protagonist" thread.


Regardless, the implied agenda is there.  I can guarantee someone, somewhere will take the results of this poll and try to go on some holy crusade, preaching to BW "See? More people like silent protagonists!! You should bring them back!!!" 


If your only intention is to come in the thread and make snide comments, instead of talking about what you prefer and why then maybe you would be better off not commenting in this specific thread.

Imho on the subject there are two play styles, third and first personas as I have talked about before and having a VA or not allows the ability to play in one style or the other 'easier'. I prefer silent because I fall into the latter choice as prefered play style.


*snip*

@KLUME - Fighting for it is one thing.  But what good is it when it's been stated before already that you're not getting it back?  It's like trying to dig through a 3 foot concrete wall with nothing but a toothpick.  Sure it may seem like there's hope at first, but ultimately it ends up being futile because the toothpick breaks and now you're left with nothing to dig with.  Im not saying folks have to like it by any means.  But they should accept it at least and move on.


That guy from The Shawshank Redemption succeded in that department.:D

(given, it wasn't a toothpick)

Modifié par KLUME777, 08 août 2011 - 12:33 .


#180
Aradace

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@ Klume - Hence why I said a "toothpick" and not a makeshift shiv because I knew the inevitable Shawshank reference would be made lol.

@Xkg - If you like pounding your head against a brick wall with no results other than a massive headache and possible head trauma then by all means, continue doing so.  Im just being realistic is all Image IPB

Modifié par Aradace, 08 août 2011 - 01:37 .


#181
Blastback

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Personally, silent PC allowes for more player agency and customisation. I can visualise the character more however I want.

Voiced makes for a more dynamic cinimatic experiance.

Of the two, silent is my preferance.

#182
Dragoonlordz

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Aradace wrote...

@ Klume - Hence why I said a "toothpick" and not a makeshift shiv because I knew the inevitable Shawshank reference would be made lol.

@Xkg - If you like pounding your head against a brick wall with no results other than a massive headache and possible head trauma then by all means, continue doing so.  Im just being realistic is all Image IPB


Dear Aradace,

Then do it somewhere else please since people in here are talking about what they like plus why, their feedback is wanted by Bioware regardless of if they make changes or not. So stop telling people to not talk about it because you think it's pointless.

Yours Sincerely

Everyone in this thread

Modifié par Dragoonlordz, 08 août 2011 - 01:59 .


#183
Aradace

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Dragoonlordz wrote...

Aradace wrote...

@ Klume - Hence why I said a "toothpick" and not a makeshift shiv because I knew the inevitable Shawshank reference would be made lol.

@Xkg - If you like pounding your head against a brick wall with no results other than a massive headache and possible head trauma then by all means, continue doing so.  Im just being realistic is all Image IPB


Dear Aradace,

Then do it somewhere else please since people in here are talking about what they like plus why, their feedback is wanted by Bioware regardless of if they make changes or not. So stop telling people to not talk about it because you think it's pointless.

Yours Sincerely

Everyone in this thread



read carefully.  Instead of seeing what you want to see, see what is actually there.  I never actually said you have to stop talking about it.  I said that A.) People should move on.  Slight difference.  And B.) Take a look at the part of my post where you bolded it.  See the sentence before that?  Once again, not saying you have to stop talking about it. 
If you're going to quote me and say that Im saying something, make sure that Im saying what it is you think Im saying before you assume.

#184
In Exile

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[quote]mrcrusty wrote...
It was a silly aside to the point you made about everything in the game being wholly pre-scripted. It actually wasn't meant to be a serious post until you ran with it and claimed that there is no such thing as emergent gameplay. [/quote]

It's still scripted. There are some emergent actions (maybe I'm the only one who wanted to use a gun this particular way), but insofar as the game is concerned via reactions, these are all scripted (so the actual outcomes are fixed, in contrast to something like a cellular automata, where a different input changes the fundamental output each time).  

When you can use your skills, how you can use your skills, how characters can react to you, how characters react to your faction score, how different faction scores interact... all of these are set and predetermined. 


[quote]]I didn't argue with that, I even said I agreed with that... you're trying to respond to points I didn't make. [/quote]

You claimed that merely being able to kill Caesar is emergent, because you can do it in differnet ways. My point is that you cannot; there are only a set number of ways to do it: "general", plus the options you gave for a different scripted effect.


[quote]Except the gameplay. Hence, emergent gameplay. I didn't claim that an emergent narrative occurs. That tends to happen in Sims games. In fact, that's the entire point of Sims games, emergent narratives. [/quote]

There is a big difference between "invented" and "emergent" narratives. If it only happens in your head, and is a fiction based on elements in the game, to which the game does not react to, then it is "invented" or (if you like) "imagined" narrative. 

Whereas an emergent narrative would be the game itself presenting you with a different narrative based on your input choices.


[quote]So you believe that the playing component is irrelevant to roleplaying? [/quote]

Don't mischaracterize what I said. 

The playing compontent is relevant insofar as there are unique consequences to your behaviour. "Kill Caesar" is only something more than "Kill Caesar" if the game recognizes different ways you do it. 


[quote]I disagree, while it doesn't have your 3 tiered character system or something similar (which ironically becomes harder to make meaningful with both a VA and set protagonist at the same time), it has a lot of what you've argued for, from set protagonists, to the tonal based dialog system, to the branching narrative. [/quote]

No, it doesn't. 

The protagonists are too fixed. There is no visual customization. There is no gender customization. There is no statistical customization. These things matter. Even more fixed that Geralt, who I already think (and believe said) is way too fixed. 

The tonal based dialogue system is not actually something I advocate for; I simply argue for tones as neccesary information for RP. If the dialogue is anything like AP (which is is, from what I heard) that makes it less than useless. 

Beyond that, the actual gameplay is no fun. 


[quote]Or is there some other reason it's not your type of game? The setting, perhaps? The gameplay?[/quote]

Aside from what I described above, the gameplay.


[quote]Some of us like to create our own characters and inject them into the game's narrative (the blank slate), others like to see how fixed characters evolve as they make decisions with them. [/quote]

The issue that you're having is that I like to create a character and inject it in the narrative, not see how a fixed character evolves. 

What you are having a very hard time grasping is that I have a serious objection to what it means to insert a character within a narrative. And that's where I object to the idea of a ''blank slate''. 

My argument, in a nutshell, is that it is impossible to insert a character without reactivity, and that reactivity requires removing any and all ambiguity from the character you are being/created. I will address what ambiguity means below. 

I am saying that it's reactivity that allows us to ''insert'' a character into the story. 

More importantly, 'inserting a character into a narrative' is not the same as 'having the majority of consequences from that happen only in your head and not in-game', and that's the core argument. 

[quote]I feel like the silent protagonist works better with the former, the voiced protagonist works better with the latter. For example, would an Elder Scrolls game work well with a voiced protagonist? Not so sure, because a voiced protagonist cannot capture all the subtleties and possibilities of a player-made character in that environment and prevents players from trying to have them.[/quote]

I think the Elder Scrolls are actually a very good example of how you don't actually have a character that can be "inserted" into the narrative - because the narrative never flows around and alters with your character. You are simply there, and the game never acknowledges that you exist except in very non-descript and general ways, and otherwise you are a tide of destinity that alters things less like a human and more like a robot.

[quote]In a similar fashion, Geralt is much less effective without a voice. The voice gives him personality and context, making him a stronger character.

I don't consider either way "doing it wrong", just a preference. [/quote]

I don't object to these two ways. What I am object to is what it means to do the first kind of thing, because that's the kind of game I want.


[quote]I don't buy the "removes ambiguity" or "reactions" lines whatsoever. You keep using them yet you never actually show why they are problems inherent to a silent protagonist.  Removes ambiguity? From what? The tonal delivery? Then just make tones explicit. There's also the concept of context. If you've taken a serious tone for most of the conversation, you won't suddenly be slapstick silly sarcastic in your responses halfway through the conversation. Reactions? Well, if you have prescribed tones, then why would NPC reactions be a problem? [/quote]

No, ambiguity needs to be removed for the player's sake, as an issue of information.

To RP properly, you need to know what it is that your actions can reasonably do, what it is the game-world allows you to do, and the ways in which you can go about achieving those goals (in broad terms). 

cRPGs are scripted. The actual actions you can take are dramatically limited. It would be (for example) impossible to create a Cousland in DA:O will be King alone. You cannot have a character in DA:O who will ban the Grey Wardens from Ferelden forever, or who will execute Riordan or Morrigain. 

Ambiguity does not allow "freedom" for the imagination, because the imagination can't actually do anything in game. It just does - at best -  what J.C. Blade criticized DA2 for - demanding you write fan-fiction between points of the game. At worst, it actively breaks your character concepts and forces you to start from scratch or re-create your character on the fly. 

Without getting into too much of an aside, ambiguity is bad because it prevents you from ever knowing what it is your character does.

Hell, I mean this is exactly the complaint that people have about the paraphrase: it's so ambiguous that you can't actuall know what picking the dialogue option will make your character say. I'm not even preaching some new or radical; I'm just applying it very differently. 


[quote]Also and I think this is important too (though it is a tangent).

Dialog is not the only way to RP and until recently (say Fallout 1 or Baldur's Gate), was actually a minor aspect of roleplaying. [/quote]

That's irrelevant. The mere fact that previous games didn't do it doesn't mean anything. 

More importantly, I actually agree. I think non-dialogue RP is very important... but it is not something any RPG has ever done well, and we've just gone through different kinds of bad implementation, from the 80s era SSI goldbox games, to Bestheda style open-world RPPs. 

The real problem is that RPGs confuse ''action'' for ''statistical abstraction''. So, to keep our example consistent, in New Vegas you don't really have unique content as a doctor (you can't set up a clinic, you don't have patients minigames, you don't get to perform surgery on others as a minigame) - you just get flavour choices. 

It's always flavour choices with old RPGs, and you're expect to act as if having those minor aesthetic or gameplay differences means you have a different character.

Well, I'm saying that having fewer options but more meaningful options (so you just get to put skills in Medicine or Mechanics, but once you do 30% of the game is different, you have different quests, different minigames, characters react to you differently, etc.) then you have a real RPG. 

Dialogue is just one facet of this, and I'm making a big issue about it because one thing I absolutely hate about RPGs is this incredibly focus on superficiality. 

Things were done at the height of abstraction in the past because, by and large, that's all that could be done. But now we have what are veritable supercomputers cluttering our desks. We can and should be able to do more to ''insert'' a character into the narrative. 


[quote]Namely because roleplaying was typically done through the character system and the gameplay. Of course, as you lose aspects of the game to roleplay through, all you have left is dialog. So it's not too surprising. But sadly, I see Heavy Rain as the logical conclusion to that type of design. [/quote]

No. Heavy Rain is, being blunt, garbage, and nothing like what I would argue for (ever) in an RPG design. I don't know why you think I somehow favour dialogue as the only way to RP through. 

[quote]A character concept and/or personality extends to the entire character, not just how one reacts in dialog. Yet you seem to think that the character exists entirely in a bubble of dialog and nowhere else.

Apologies if that's not true, but that's a clear perception that I get. [/quote]

No. RPGs are about reactivity. And I described that above. 
[quote]

In the end though, we're arguing preferrences and I've yet to see you prove otherwise.

[/quote]

I hope that, by using your terms, I managed to explain why it is that the argument is not over preference, but over mechanics, because we have the exact same preference. 

Modifié par In Exile, 08 août 2011 - 11:45 .


#185
Teddie Sage

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I also had a poll about this... Funny.
Voted on your poll, otherwise.

Modifié par Teddie Sage, 08 août 2011 - 11:42 .


#186
A Crusty Knight Of Colour

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In Exile wrote...

It's still scripted. There are some emergent actions (maybe I'm the only one who wanted to use a gun this particular way), but insofar as the game is concerned via reactions, these are all scripted (so the actual outcomes are fixed, in contrast to something like a cellular automata, where a different input changes the fundamental output each time).  

When you can use your skills, how you can use your skills, how characters can react to you, how characters react to your faction score, how different faction scores interact... all of these are set and predetermined.


Of course the actual outcomes are fixed, part of the point of emergent gameplay at least in games like this are to see how you can get around conventional means to accomplish the same task.

In an ideal world, more reactions according to certain and specific methods would be nice, but as far as emergent gameplay goes, it's not relevant.

In Exile wrote...
You claimed that merely being able to kill Caesar is emergent, because you can do it in differnet ways. My point is that you cannot; there are only a set number of ways to do it: "general", plus the options you gave for a different scripted effect.

Oh, I see what you're saying. I just disagree that the method and actual playing aspect of it is as unimportant as you think.

In Exile wrote...
There is a big difference between "invented" and "emergent" narratives. If it only happens in your head, and is a fiction based on elements in the game, to which the game does not react to, then it is "invented" or (if you like) "imagined" narrative.

Whereas an emergent narrative would be the game itself presenting you with a different narrative based on your input choices.


You're describing emergent narrative as I would describe as a branching narrative, whereas an emergent narrative as it's commonly known would be considered an invented one to you as it relies on little more than the interaction of certain mechanics with one another. You're the only one that sees the "story" from it, in many cases. Since you actually play it, I'd still consider it a concrete concept, though I'm sure you'd disagree.

In any case, a difference of terminology and opinion.

In Exile wrote...
Don't mischaracterize what I said. 

The playing compontent is relevant insofar as there are unique consequences to your behaviour. "Kill Caesar" is only something more than "Kill Caesar" if the game recognizes different ways you do it.


See above.



In Exile wrote...
No, it doesn't. 

The protagonists are too fixed. There is no visual customization. There is no gender customization. There is no statistical customization. These things matter. Even more fixed that Geralt, who I already think (and believe said) is way too fixed. 

The tonal based dialogue system is not actually something I advocate for; I simply argue for tones as neccesary information for RP. If the dialogue is anything like AP (which is is, from what I heard) that makes it less than useless. 

Beyond that, the actual gameplay is no fun. 

Fair enough.

As for the rest, while I disagree with the notion that RP through gameplay has never been good, I do agree with the general gist of what you're trying to say. Though, seeing as how NV has mini games for lockpicking, hacking, a robust crafting mechanic, cooking, etc, I'd tend to think that medicine was rather unlucky. Maybe with a longer development time, there would've been something done with the implants.

But as far as specific mechanics go, the only one that is being discussed that is relevant to the topic (yeah I can go OT at times) is voiced/unvoiced. You're really talking about a design principle (reactivity), which I agree with. But regarding voiced/unvoiced, it is still a preference because your arguments (no ambiguity) are not inherent to whether a protagonist is voiced or not.

The fact that you agreed with my views on dialog when I used a sequence from Neverwinter Nights 2 as an example is proof.

Modifié par mrcrusty, 09 août 2011 - 12:58 .


#187
In Exile

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mrcrusty wrote...
Of course the actual outcomes are fixed, part of the point of emergent gameplay at least in games like this are to see how you can get around conventional means to accomplish the same task. 


That sounds more like an exploit. I would say emergence is an organic solution, as opposed to a 'forced' solution.

Let's use DA2 as an example: CCC's are 'emergent' in a sense (overlapping actions leading to new outcomes), but really are just scripted, because you can't create a CCC without the script. In contrast, using a rune of paralysis to fix enemies in place when they're bunched up, then fireballing them, then using cone of cold to freeze them, then using winter's grasp to finish them off is an 'organic' combo might feel emergent (because you're doing something that feels unique) but the game really just reacts to it by listing off numbers. 

In an ideal world, more reactions according to certain and specific methods would be nice, but as far as emergent gameplay goes, it's not relevant.


I disagree. Just being able to do things doesn't mean they're emergent. 

Oh, I see what you're saying. I just disagree that the method and actual playing aspect of it is as unimportant as you think.


I think it's fun. But I don't think it's RP. That's the difference for me. Basically, I don't think what happens in my head is RP outside of the choice to do something. 

You're describing emergent narrative as I would describe as a branching narrative, whereas an emergent narrative as it's commonly known would be considered an invented one to you as it relies on little more than the interaction of certain mechanics with one another. You're the only one that sees the "story" from it, in many cases. Since you actually play it, I'd still consider it a concrete concept, though I'm sure you'd disagree.

In any case, a difference of terminology and opinion.


Why would you call a story you make up 'emergent'? How does it emerge? The game doesn't change... all that changes is the make believe. It would be like saying playing with lego has emergent stories. 

As for the rest, while I disagree with the notion that RP through gameplay has never been good, I do agree with the general gist of what you're trying to say. Though, seeing as how NV has mini games for lockpicking, hacking, a robust crafting mechanic, cooking, etc, I'd tend to think that medicine was rather unlucky. Maybe with a longer development time, there would've been something done with the implants.


I don't think crafting in NV was good. It had lots of options... but I think options are valueless. If I get to a bench and then get to play 'fit the compotent' that's not really making me feel like a designer. Again, it goes right back to pushing buttons. Same with hacking or lockpicking. 

We have an incredibly visual medium on our hands now. While we cannot simulate reality perfectly, we're at the level where we can create essentially the same 3D actions from a first person PoV. I think RP requires us to do just that. 

I'm essentially against abstraction in RPGs, because I think that's what creates a level of separation between your character and yourself. 

But as far as specific mechanics go, the only one that is being discussed that is relevant to the topic (yeah I can go OT at times) is voiced/unvoiced. You're really talking about a design principle (reactivity), which I agree with. But regarding voiced/unvoiced, it is still a preference because your arguments (no ambiguity) are not inherent to whether a protagonist is voiced or not.


It depends on what you mean by voiced. If we're talking about having the timbre and pitch fixed and 'outloud' that's totally a preference, and I've already admitted as such.

If we're talking about the relationship between what information the player should have and the dialogue system, or the role of ambiguity in creating reactivity, I don't think the argument is about preference. I think it's empirical. There's an answer here that will work better than the others. 

The fact that you agreed with my views on dialog when I used a sequence from Neverwinter Nights 2 as an example is proof.


Not really. You and I just agree that dialogue should be gameplay like combat. But lots of people disagree over this, and they favour a silent protagonist for the same reason they don't want dialogue to be like NWN2. 

Then again, Obsidian is always awesome at dialogue. If only Bioware could poach some talent there... 

#188
Caralampio

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I used to be strongly against the voiced protagonist, until I discovered that you can use hotkeys 1-6 for conversations in DA2. My problem wasn't really voice or no voice, but having to use the mouse and the wheel. Once that is out of the way, I clearly prefer voice. It's probably the one thing I miss from DA2 when I play DAO.

#189
A Crusty Knight Of Colour

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The issue of voiced and silent as known in this thread is obviously about the physical VA and not in the non literal sense you're bringing up. Cmon... earlier in the thread we had this specific exchange:

In Exile wrote...

So really, silent/voiced isn't an issue. It's a matter of how it's written as dialog options.

Not to your point, I suppose. But to mine, it is. Because VO removes ambiguity. And ambiguity is the antithesis to good RP.


Not in an inherent manner unavailable to unvoiced. Making it a preference, no?

As for crafting, minigames, etc. I agree. The issue wasn't about whether the elements were actually any good, but whether there was significant content and activities that only certain character types could undertake. You brought up the medicine skill as an example that NV wasn't designed with that principle in mind, I provided evidence that it was (lockpicking, hacking, cooking, crafting, etc). With more development time, they would likely have been more fleshed out and improved. Then again, unlike dialogue, Obsidian mostly sucks at minigames.

As for the rest (emergent gameplay et al), since that's not the point of the topic and we likely won't bridge our disagreements, I won't touch that issue.

Modifié par mrcrusty, 09 août 2011 - 04:12 .


#190
In Exile

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mrcrusty wrote...

The issue of voiced and silent as known in this thread is obviously about the physical VA and not in the non literal sense you're bringing up. Cmon... earlier in the thread we had this specific exchange:

In Exile wrote...

So really, silent/voiced isn't an issue. It's a matter of how it's written as dialog options.

Not to your point, I suppose. But to mine, it is. Because VO removes ambiguity. And ambiguity is the antithesis to good RP.


Not in an inherent manner unavailable to unvoiced. Making it a preference, no?


Let me put it this way: if you add in every single feature inherent in VO except for timbre and pitch, you have something antithetical to what silent protagonist fans what: any kind of chance to 'make up' the delivery of a line, any kind of chance to say the intention behind the line is anything other than what's provided, and any kind of chance to pretend as if the exchange may have involved a misunderstanding.

This thread isn't about timbre and pitch -  it's about what silent protagonist does versus what a voiced protagonist does, including immersion, richness of dialogue, and good RP. 

If you're trying to suggest the issue is subjective, that's where I'm disagreeing with you. One implementation is just better, because VO gives you a lot of what you have to add-in to silent VO too make it work well, on the measure of reactivity. 

Yes, you could make silent PCs like VO'd PCs and so have the same result... but you could never reduce a VO'd PC to a silent PC. It's not a preference, in that case. Not having the actual timbre is a prefrence, but the design itself wouldn't be. 

As for crafting, minigames, etc. I agree. The issue wasn't about whether the elements were actually any good, but whether there was significant content and activities that only certain character types could undertake.


Well, no. That's our disagreement. I think this is another one of those things that's incredibly superficial but apparently a core RPG feature for many people. It's why I'm a strong support of complexity in RPGs, so we can move away from the very simplistic systems that current (and past) RPGs have relied on. 

It's not the numerical abstraction that makes the character.

You brought up the medicine skill as an example that NV wasn't designed with that principle in mind, I provided evidence that it was (lockpicking, hacking, cooking, crafting, etc). With more development time, they would likely have been more fleshed out and improved. Then again, unlike dialogue, Obsidian mostly sucks at minigames.


But note how I said that gameplay ought to develop RP: through unique content, dedicated implementation, and a rich fabric build around you being that kind of person.

To use a real world example, knowing how to diagnose a cold does not make you a doctor; practicing medicine makes you a doctor. 

Modifié par In Exile, 09 août 2011 - 04:34 .


#191
erynnar

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In Exile wrote...

mrcrusty wrote...

The issue of voiced and silent as known in this thread is obviously about the physical VA and not in the non literal sense you're bringing up. Cmon... earlier in the thread we had this specific exchange:

In Exile wrote...

So really, silent/voiced isn't an issue. It's a matter of how it's written as dialog options.

Not to your point, I suppose. But to mine, it is. Because VO removes ambiguity. And ambiguity is the antithesis to good RP.


Not in an inherent manner unavailable to unvoiced. Making it a preference, no?


Let me put it this way: if you add in every single feature inherent in VO except for timbre and pitch, you have something antithetical to what silent protagonist fans what: any kind of chance to 'make up' the delivery of a line, any kind of chance to say the intention behind the line is anything other than what's provided, and any kind of chance to pretend as if the exchange may have involved a misunderstanding.

This thread isn't about timbre and pitch -  it's about what silent protagonist does versus what a voiced protagonist does, including immersion, richness of dialogue, and good RP. 

If you're trying to suggest the issue is subjective, that's where I'm disagreeing with you. One implementation is just better, because VO gives you a lot of what you have to add-in to silent VO too make it work well, on the measure of reactivity. 

Yes, you could make silent PCs like VO'd PCs and so have the same result... but you could never reduce a VO'd PC to a silent PC. It's not a preference, in that case. Not having the actual timbre is a prefrence, but the design itself wouldn't be. 

As for crafting, minigames, etc. I agree. The issue wasn't about whether the elements were actually any good, but whether there was significant content and activities that only certain character types could undertake.


Well, no. That's our disagreement. I think this is another one of those things that's incredibly superficial but apparently a core RPG feature for many people. It's why I'm a strong support of complexity in RPGs, so we can move away from the very simplistic systems that current (and past) RPGs have relied on. 

It's not the numerical abstraction that makes the character.

You brought up the medicine skill as an example that NV wasn't designed with that principle in mind, I provided evidence that it was (lockpicking, hacking, cooking, crafting, etc). With more development time, they would likely have been more fleshed out and improved. Then again, unlike dialogue, Obsidian mostly sucks at minigames.


But note how I said that gameplay ought to develop RP: through unique content, dedicated implementation, and a rich fabric build around you being that kind of person.

To use a real world example, knowing how to diagnose a cold does not make you a doctor; practicing medicine makes you a doctor. 


No ex, it is subjective. Voiced is not better, or nor revolutionary, nor evolutionary. It is a preference. I know you just can't quite wrap your brain around the fact that my brain, does just fine providing the tone and intent behind the comment than yours does with a voiced. I know you just can't believe it's true. But sadly for your arguments. It is.

You claim voiced is better role playing, and it is, for you and others who do. For me, it's horrible RP. I am a director, not an actor playing a role. Therefore, it's not RP to me. I dont' understand how people think that directing your PC by pushing little colored buttons so you get a "personality" in a cut away scene is RP. But it is, for you and others. I may not understand it, but I believe those like Sutekh who say it is so for them. I don't have to sit and argue ad-nauseam at them, how they are wrong, because they're not. And neither am I with my preference vs their preference. Because that is just what it is. And that is the very essence of subjective.

Modifié par erynnar, 09 août 2011 - 05:01 .


#192
In Exile

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erynnar wrote...
No ex, it is subjective. Voiced is not better, or nor revolutionary, nor evolutionary. It is a preference. I know you just can't quite wrap your brain around the fact that my brain, does just fine providing the tone and intent behind the comment than yours does with a voiced. I know you just can't believe it's true. But sadly for your arguments. It is. 


No, it's not subjective. It would be subjective if we actually wanted different things out of the game - for example, if I said that what really mattered where cinematics, and you said that what really mattered was armour customization, the degree to which a game should have either (if at all) would be totally subjective. 

But right now, we're each asking for the sake kinds of things; the issue comes back to what the game can actually deliver, and what makes that experience good.

You claim voiced is better role playing, and it is, for you and others who do. For me, it's horrible RP. I am a director, not an actor playing a role. 


You can't be the director. It's impossible with how the game currently works, and will always be until you get into the toolset and write your own content. That you make it up in your head doesn't mean you're the director, and it doesn't mean games ever worked this way.

It's like... complaining that combat right now is visually more evocative (as in, you can see people move during it) versus 80s era SSRI games. It's not about imagination, but making explicit what was always implicit. 

Therefore, it's not RP to me. I dont' understand how people think that directing your PC by pushing little colored buttons so you get a "personality" in a cut away scene is RP. 


Remember when I said that you are rude sometimes? This is one of those times. Not only do I not actually advocate for DA2's dialogue system, but saying 'pretty little butons' is like me saying 'ridiculous make believe'. If you actually think this is about preferences, then please at least be curteous enough to respect them

But it is, for you and others. I may not understand it, but I believe those like Sutekh who say it is so for them. I don't have to sit and argue ad-nauseam at them, how they are wrong, because they're not. And neither am I with my preference vs their preference. Because that is just what it is. And that is the very essence of subjective.


Except it isn't about preferences. It's like saying that it's a preference in saying whether a car can fly, just because you can close your eyes and stick your head out the window? This is the same thing. 

Modifié par In Exile, 09 août 2011 - 06:18 .


#193
xkg

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mrcrusty & erynnar, I admire your patience guys, I really do.

#194
AAHook2

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When I took Theater and studied drama in high school and college, my instructors used to say that to truly reveal the intricacies of a character from a script, all you need do is read what the other characters say about him or her. Watch the reaction to that character in the cast around him or her. This will often reveal more than what the script has the character actually say.

I suppose I take this approach to my preference for a silent protagonist. I find great enjoyment in pausing and pouring over dialogue choices I have then getting to witness the reaction to what I have chosen in the characters around me.
Having to see a paraphrased response on a wheel then have a voice actor awkwardly and haltingly say something LIKE to what I chose...then the reaction. I'm not really a big fan. I felt the same way about Fable 3. It felt weird, like there was a disconnect to what I wanted my character to be and what the game would ALLOW my character to be.
I don't admire that in an RPG when to me the thing that makes an RPG is the ability to customize your experience.

#195
Babli

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"My opinion is a fact." - In Exile

#196
Barry Bathernak

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if the game lets me make my own character then i want silent because its MY own character I'd rather image my voice or a voice of my choosing.
now if im supposed to be a character that is SOMEONE ELSE'S character if they add a voice then fine but i dont like that in an rpg.

#197
xkg

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In Exile wrote...

erynnar wrote...
No ex, it is subjective. Voiced is not better, or nor revolutionary, nor evolutionary. It is a preference. I know you just can't quite wrap your brain around the fact that my brain, does just fine providing the tone and intent behind the comment than yours does with a voiced. I know you just can't believe it's true. But sadly for your arguments. It is. 


No, it's not subjective. It would be subjective if we actually wanted different things out of the game - for example, if I said that what really mattered where cinematics, and you said that what really mattered was armour customization, the degree to which a game should have either (if at all) would be totally subjective. 

But right now, we're each asking for the sake kinds of things; the issue comes back to what the game can actually deliver, and what makes that experience good.

Of course it is subjective and it is - like erynnar said - "preference"

I'll say now:
"For me - voiced is worse than silent - because I can enjoy silent protagonist better."
It is subjective and it is an opinion because no metter how hard you will try - you can't prove that I am wrong.



Babli wrote...

"My opinion is a fact." - In Exile

LOL
http://social.biowar...69134/7#7768717 Image IPB

Modifié par xkg, 09 août 2011 - 02:36 .


#198
Dragoonlordz

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Sorry Exile it is subjective and from the outside looking in seems to me your grasping at straws.

#199
In Exile

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Babli wrote...

"My opinion is a fact." - In Exile


"My opinion that InExile's view is an opinion is a fact". - Babli. 

Recursion is fun. 

Dragoonlordz wrote...

Sorry Exile it is subjective and from the outside looking in seems to me your grasping at straws.


Just because you feel it's subjective doesn't make it subjective. Talking about timbre and pitch, like I have already said, is totally subjective. But this thread isn't just about timbre and pitch - it's about what VO and SP do for roleplay. 

xkg wrote...
Of course it is subjective and it is - like erynnar said - "preference"

I'll say now:
"For me - voiced is worse than silent - because I can enjoy silent protagonist better."
It is subjective and it is an opinion because no metter how hard you will try - you can't prove that I am wrong.


I like SP != SP is better for roleplay and allows me to become the character, and I like SP != SP allows me to pick my own dialogue and the tone in my head, and I like SP != more choice/content for the player. 

There is a point at issue here, that was made at the start of the thread, and it isn't about preference. 

It's like asking "Do you like math more, or astrology more?" and then adding "with astrology you can build better bridges than math, while with math you can bake some really great pies!". I like astrology more != astrology can be used to build better bridges. 

Modifié par In Exile, 09 août 2011 - 04:46 .


#200
Aradace

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Regardless of what you say Exile, the point remains that it really is a preference as to which is "better". Just because YOU say that one is better than the other does NOT make it a universal truth. What it does make it, is your opinion, which an opinion is, to some small degree of the term, is what is "truth" to the individual making the assessment.

Modifié par Aradace, 09 août 2011 - 05:30 .