Does anyone else think the paraphrasing needs to go away?
#126
Posté 22 août 2011 - 05:25
That said, again, I know we are not far off from dialogue choices akin to PS:Torment WITH voiced protagonist, just a few more years or so...and that will be a happy time.
In the meanwhile, paraphrasing can go away. I *hate* when I pick an option and the outcome is totally different than I wanted. And it happened enough in DA2 that it was a problem and something I hated about the game.
The toggle option here seems the best of the bad choice (I don't like the restriction technology creates on choices of responses as I said at this time). At least let me know what I'm going to say and not be blindsided by a terribly worded paraphrase.
#127
Posté 22 août 2011 - 06:04
#128
Posté 22 août 2011 - 06:08
Savber100 wrote...
I vote that Bioware adopts the Deus Ex: Human Revolution dialogue wheel for Dragon Age. So much better if you've seen the multiple walkthroughs, previews. and *coughleakedbetacough*
Well, that's exactly what the OP wants (or at least i guess), no Paraphrasing, what it says on the screen, is what Jensen says(minus a few occasions)
#129
Posté 26 août 2011 - 06:03
I have played the Witcher and no, it didn't bother me to hear the words spoken after having read them, not at all, any more than it bothers me to formulate what I'm going to say in my head and then hear myself saying it. The fact that I couldn't stand Geralt bothered me, but that's another story entirely.
#130
Posté 28 août 2011 - 01:43
Savber100 wrote...
I vote that Bioware adopts the Deus Ex: Human Revolution dialogue wheel for Dragon Age. So much better if you've seen the multiple walkthroughs, previews. and *coughleakedbetacough*
Deus ex Human Revolution has a brilliant dialogue system. It has branching options that drasticly change the tone of the conversation, and instead of paraphrasing has the full dialogue written out. When it is paraphrased, the exacts words of the paraphrase appear in the text.
And this is in a game where you play as a set Protagonist!
To all of you who said that having somebody repeat what you have just chosen is boring/repetetive: It's not
The conversation system is fantastic, far better than DA2's and even, in some ways, better than Origins. It shows that a voiced protagonist does not have to mean a limited dialogue wheel with ridiculous paraphrasing. Never once did I feel that Jensen said something I did not want him to.
Modifié par EJ107, 28 août 2011 - 02:43 .
#131
Posté 28 août 2011 - 02:18
EJ107 wrote...
When what is esentially an action-shooter game starts doing conversations and choices better than the game that's supposed to be about dialogue and choices, you know there's a problem.
Deus Ex is an rpg. You roleplay as a character, level up and make choices so if that isn't enough for it to be an rpg then I don't know why Mass Effect is an rpg.
Modifié par Ringo12, 28 août 2011 - 02:29 .
#132
Guest_Puddi III_*
Posté 28 août 2011 - 02:23
Guest_Puddi III_*
EJ107 wrote...
When what is esentially an action-shooter game starts doing conversations and choices better than the game that's supposed to be about dialogue and choices, you know there's a problem.
"Essentially an action-shooter game"? Whatever you personally want to label it, it has a good rep among RPG fans for a reason. Roleplaying elements aren't not its forte.
#133
Posté 28 août 2011 - 02:35
Modifié par EJ107, 28 août 2011 - 02:46 .
#134
Posté 28 août 2011 - 02:48
Commando, I'm talking to you.
#135
Posté 28 août 2011 - 02:51
MonkeyLungs wrote...
I want to know exactly what my character is going to say. I also don't need to have a voiced protagonist because I have a great imagination and like to imagine the different voices for MY characters. Bioware just wants me to play THEIR characters now though because that's what most of YOU newfans want, so whatevers.
This. The paraphrasing is just lame. Hell, I didn't even really care much for it in ME. There's little that's more distracting, even emersion breaking, than to click on a reply, and the answer not only be totally different than what I thought it would say, but the response not even seeming to have any realtion to the choice I picked. Like, something seriously lost in translation. There werea number of times where the dialogue wheel choice actually said something I thought was fitting or appropriate, only to have Hawke say something entirely different, and often, lame or uninteresting. So yeah, I really dislike the whole dialogue system of DA2. It was more often than not irritaing and immersion killing.
But then again, I really hate the dialogue wheel and the voiced protagonist for a number of reasons, too many to list. The minimal click/talk voice sets were more than fine as far as I'm concerned. I like to play characters, who I can imagine have different voices suited to their personality type.
#136
Posté 28 août 2011 - 07:11
Brockololly wrote...
I'm all for BioWare going the Deus Ex: Human Revolution route- get rid of the tone icons but keep very basic paraphrases/tones as text (which would allow greater nuance in tone), which when highlighted either give the full text response or a portion of the full text that sums up the whole response.
I think that Bioware would still need tone even if they go the DXHR route, because a DA3 protagonist wouldn't be as defined as Jensen was.
#137
Posté 28 août 2011 - 07:19
willholt wrote...
Which is where we are with the present level of paraphrasing in Da2!
That's because Bioware's rule is to not ever repeat words that were in the paraphrase. That's the problem.
#138
Posté 28 août 2011 - 09:42
Due to space constraints, a paraphrase has an upper limit of 30 characters, including punctuation and spaces. That means that the upper limit of content capacity of a paraphrase is five words. Five words cannot express a complex statement, only simple ideas. When transforming complex statements to simple ideas, information is lost in the translation. Thus paraphrases do not offer full information on our character dialogue. The player is reduced to make guesses instead of choices, and any control over the dialogue is lost to the player.In Exile wrote...
That's because Bioware's rule is to not ever repeat words that were in the paraphrase. That's the problem.
Mathematically, paraphrases cannot work as a dialogue choicing mechanism because they lack the space to give the player sufficient information. The problem with paraphrases is paraphrasing.
#139
Posté 28 août 2011 - 10:32
If they don't do that then I don't really mind if they keep the paraphrasing, honestly I don't care too much about how they do it.
#140
Posté 28 août 2011 - 01:53
It happened at times in ME2 where what you picked had little to do with what was said next. That problem seems to be worse in DA2. I would like to know what I'm saying and have a clear choice outside of the tone of my snarky comments.
Modifié par Reidbynature, 28 août 2011 - 01:55 .
#141
Posté 28 août 2011 - 02:20
#142
Posté 28 août 2011 - 02:23
I wouldn't mind a toggle, but I don't want the full text to show when I move the pointer over the paraphrase. I can't stop myself from reading text (I do it automatically and quickly) and I don't want to be "spoiled" about what will actually be said.
#143
Posté 28 août 2011 - 02:46
Nurot wrote...
I wouldn't mind a toggle, but I don't want the full text to show when I move the pointer over the paraphrase. I can't stop myself from reading text (I do it automatically and quickly) and I don't want to be "spoiled" about what will actually be said.
I agree with this. I replaying The Witcher right now before diving in to TW2, and it drives me crazy that they print the entire dialogue on your selection panel, and then you still have to listen to Geralt say the entire thing you just read. I've gotten too used to the ME2/DA2 dialogue wheel. Much better to give a general idea and then enjoy the dialogue, even if a few times it's unclear.
I think they actually did a pretty solid job by using the icons to differentiate from actually aggressive vs. direct (fist vs. gavel) and diplomatic vs. nice (olive branch vs. halo), etc.
#144
Posté 28 août 2011 - 03:14
Xewaka wrote...
Due to space constraints, a paraphrase has an upper limit of 30 characters, including punctuation and spaces. That means that the upper limit of content capacity of a paraphrase is five words. Five words cannot express a complex statement, only simple ideas.
You're absolutely right. 30 characters can't possibly convey anything that is complex linguistically, only ideas. Here is the issue: neither can 60 characters, and that was what we had with the full text. That's Bioware's expression.
And once you go above 60 characters, once you have more detailed and engrossing writing (like Vampire the Masquerade, or Planescape) you essentially give up the ability to have your 'own' voice anyway, since the depth and nuance of the writing comes from being in a particular voice.
When transforming complex statements to simple ideas, information is lost in the translation. Thus paraphrases do not offer full information on our character dialogue. The player is reduced to make guesses instead of choices, and any control over the dialogue is lost to the player.
It always comes back to the same thing: what information is worth it, and what information is important to RP.
Liking or disliking the paraphrase will always come down to how much of the literal content of a line someone thinks matters. That's it.
Mathematically, paraphrases cannot work as a dialogue choicing mechanism because they lack the space to give the player sufficient information. The problem with paraphrases is paraphrasing.
No, mathematically it works just fine.
Everything hinges on "sufficient" information.
edit:
There are two issues here.
1) "The gist of it" problem, which is to say that not everyone agrees whether just having the gist of it counts as suffiicent information. This is where you disagree, and your problem with the paraphrase.
2) The paraphrase itself. Even if you agree re: the information, that doesn't mean the issue is solved regarding accuracy with the dialogue. Because the paraphrase still has to convey the gist properly. This is where I have a problem.
To use a DA2 example:
"He won't be alone" ===> "At least Father will have company." is a BIG wtf?
"Father won't be alone" ===> "At least Father will have company" is easier to comprehend.
Modifié par In Exile, 28 août 2011 - 03:18 .
#145
Posté 28 août 2011 - 03:41
In Exile wrote...
To use a DA2 example:
"He won't be alone" ===> "At least Father will have company." is a BIG wtf?
"Father won't be alone" ===> "At least Father will have company" is easier to comprehend.
Agree there are many places the paraphrase could be improved. In this particular example I always think Hawke is going to mean "He won't be alone..." "...because we're sending a horde of darkspawn to their deaths after him."
#146
Posté 28 août 2011 - 03:45
#147
Posté 28 août 2011 - 04:45
Modifié par Sylvianus, 28 août 2011 - 04:46 .
#148
Posté 29 août 2011 - 08:59
#149
Posté 29 août 2011 - 10:23
Better paraphrasing and the icons is the best solution. Even with the text infront of you, you can interpret it to mean something else other what the writer intended. That is why the icons are good, I don't want to miss the start of a romance because I didn't understand that this was the entry point diologue choice because it didn't come off as flirty as much as something not appropriate to say. The WTF moment can occur in my experience as often when the text is written out as when you have a paraphrase and icon. If anything I'd suggest more icons to seperate sarcasm from witty repartee or angry threat from tough love kick in the pants or diplomatic response from concern (though I think that is in...).
At the end of the day you are only picking from options someone else wrote so the main thing in my mind is not producing a conversation where your character alternately smoozes and froths at the mouth...except in cases where a shocking reveal might prompt such a change in tone.





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