Batteries wrote...
Ash was about 25/26 at start so nope
And Kaidan was 32 in ME1, you're right about that
mmmm kaidan <3 DARN, was hoping she was. That would just make it more interesting to re-role a sheploo
Batteries wrote...
Ash was about 25/26 at start so nope
And Kaidan was 32 in ME1, you're right about that
Modifié par Wiedzmin182009, 06 mars 2013 - 02:58 .
luckygrrl wrote...
Okay, I just watched some of the videos for the Citadel DLC and the one for Thane had me in tears. I didn't romance him in game, but he definitely gave Garrus a run for his money, lol. But, the dance scene with Garrus was so cute! Watching these videos just reminded me why I never did a second play through of the series, it's too depressing to know that I won't get to go on any more adventures with Shep and the crew.
Wiedzmin182009 wrote...
Allan Schumacher @AllanSchumacher
Totally air guitaring while building this sneak build for #DA3 m/
Allan Schumacher @AllanSchumacher
Building assets for #DA3. Checking out #Citadel stuff in the meantime. #ItsStillWorking
Modifié par R2s Muse, 06 mars 2013 - 04:22 .
Wiedzmin182009 wrote...
Allan Schumacher @AllanSchumacher
Totally air guitaring while building this sneak build for #DA3 m/
Allan Schumacher @AllanSchumacher
Building assets for #DA3. Checking out #Citadel stuff in the meantime. #ItsStillWorking
luckygrrl wrote...
Wiedzmin182009 wrote...
Allan Schumacher @AllanSchumacher
Totally air guitaring while building this sneak build for #DA3 m/
Allan Schumacher @AllanSchumacher
Building assets for #DA3. Checking out #Citadel stuff in the meantime. #ItsStillWorking
EXCELLENT!!!
LolaLei wrote...
Ok, I'm ready to move on from Mass Effect now, I can accept it's ****** poor endings and just never play it again lol. Soooo bring on DA3!
... I swear I'll flip my **** if DA3 is rubbish LOL!
Demarco09 wrote...
LolaLei wrote...
Ok, I'm ready to move on from Mass Effect now, I can accept it's ****** poor endings and just never play it again lol. Soooo bring on DA3!
... I swear I'll flip my **** if DA3 is rubbish LOL!
I feel ya, I need SOMETHING to play that doesn't depress me LOL
Have faith Lola![]()
Modifié par LolaLei, 06 mars 2013 - 05:37 .
David Gaider wrote...
There's no such thing as dominant tone any longer. Tone exists for roleplaying choices in the tone wheels-- that's it. We don't track it. As I said, options off the choice wheel are neutral-toned unless the tone is already implicit, and any auto-dialogue (I'll use that phrase, since it seems to have stuck) we need to use is also neutral-only.
David Gaider wrote...
Neutrality isn't necessarily boring. We just call it that because it has no specific tone-- meaning that whatever tone it has is conveyed by the nature of the choice, same as how we wrote pretty much all action choices in DAO. It's also what we call the tone for any lines that don't need it... like in a cutscene where the player shouts out something, or lines you could expect anyone to say (like "Hello").
In this case, the decision to get rid of dominant tone wasn't made to appease any specific group. We were just looking at how to improve our use of paraphrases, and through that examining the places where it was
problematic in DA2, and the choices being broken down into different tone responses was a clear culprit... if not for all issues certainly for many. It was an experiment that sounded better than it usually worked.
You still have the use of tones in every tone wheel, meaning you can choose which tone to use in most roleplaying situations. It's simply a case of us not supplying you with a tone elsewhere... and while I get the idea "just choose the tone of the action choice", I'm afraid that's really not feasible. Picking a choice and then picking the tone of a choice is the kind of micro-management that would be really cumbersome. Some people might like that kind of granularity, I suppose, but it's never going to happen.
Modifié par R2s Muse, 06 mars 2013 - 05:46 .
R2s Muse wrote...
So here's something kinda cool. In the eighteen thousandth thread on paraphrasing, DG has been talking about how they'll do player "tone" in DA3. Some is repeated, some I don't think I've heard in this much detail. I wish he also gave some examples, since I'm not sure I quite get some of it.David Gaider wrote...
There's no such thing as dominant tone any longer. Tone exists for roleplaying choices in the tone wheels-- that's it. We don't track it. As I said, options off the choice wheel are neutral-toned unless the tone is already implicit, and any auto-dialogue (I'll use that phrase, since it seems to have stuck) we need to use is also neutral-only.David Gaider wrote...
Neutrality isn't necessarily boring. We just call it that because it has no specific tone-- meaning that whatever tone it has is conveyed by the nature of the choice, same as how we wrote pretty much all action choices in DAO. It's also what we call the tone for any lines that don't need it... like in a cutscene where the player shouts out something, or lines you could expect anyone to say (like "Hello").
In this case, the decision to get rid of dominant tone wasn't made to appease any specific group. We were just looking at how to improve our use of paraphrases, and through that examining the places where it was
problematic in DA2, and the choices being broken down into different tone responses was a clear culprit... if not for all issues certainly for many. It was an experiment that sounded better than it usually worked.
You still have the use of tones in every tone wheel, meaning you can choose which tone to use in most roleplaying situations. It's simply a case of us not supplying you with a tone elsewhere... and while I get the idea "just choose the tone of the action choice", I'm afraid that's really not feasible. Picking a choice and then picking the tone of a choice is the kind of micro-management that would be really cumbersome. Some people might like that kind of granularity, I suppose, but it's never going to happen.
LolaLei wrote...
Also, does "ambient story telling" mean that they'll use other techniques to tell the story without it being said in dialogue, or explicitly shown via obvious means. For example, your protagonist is in a romance, but rather than making it clear by having them refer to the protagonist as "love" every 5 minutes, instead their body language towards the protagonist changes to signify that they are a couple.
... Or am I incorrect?
Demarco09 wrote...
LolaLei wrote...
Also, does "ambient story telling" mean that they'll use other techniques to tell the story without it being said in dialogue, or explicitly shown via obvious means. For example, your protagonist is in a romance, but rather than making it clear by having them refer to the protagonist as "love" every 5 minutes, instead their body language towards the protagonist changes to signify that they are a couple.
... Or am I incorrect?
I thought I understood it, but now I am a little confused about it. I don't exactly know what he is saying they are changing.
Also on a side note, speaking of upcoming games with little information out on them. Deus Ex HR..... I have been chomping at the bit to hear if they are going to make a new one with AJ in it again. He was LEGEND. But like the only info I have been able to find is domain leaks LOL wow... I know a movie is coming out, which I am okay with as long as its done well. But domain leaks... lol its like barely any info at all! grrr
LolaLei wrote...
Demarco09 wrote...
LolaLei wrote...
Also, does "ambient story telling" mean that they'll use other techniques to tell the story without it being said in dialogue, or explicitly shown via obvious means. For example, your protagonist is in a romance, but rather than making it clear by having them refer to the protagonist as "love" every 5 minutes, instead their body language towards the protagonist changes to signify that they are a couple.
... Or am I incorrect?
I thought I understood it, but now I am a little confused about it. I don't exactly know what he is saying they are changing.
Also on a side note, speaking of upcoming games with little information out on them. Deus Ex HR..... I have been chomping at the bit to hear if they are going to make a new one with AJ in it again. He was LEGEND. But like the only info I have been able to find is domain leaks LOL wow... I know a movie is coming out, which I am okay with as long as its done well. But domain leaks... lol its like barely any info at all! grrr
I own Deus Ex, but I couldn't really get into it. I'll have to give it another try at some point... once I finish playing Dead Space 3, all 3 Uncharted games, the second branching story in The Witcher 2 and Assassins Creed Brotherhood LOL.
R2s Muse wrote...
So here's something kinda cool. In the eighteen thousandth thread on paraphrasing, DG has been talking about how they'll do player "tone" in DA3. Some is repeated, some I don't think I've heard in this much detail. I wish he also gave some examples, since I'm not sure I quite get some of it.David Gaider wrote...
There's no such thing as dominant tone any longer. Tone exists for roleplaying choices in the tone wheels-- that's it. We don't track it. As I said, options off the choice wheel are neutral-toned unless the tone is already implicit, and any auto-dialogue (I'll use that phrase, since it seems to have stuck) we need to use is also neutral-only.David Gaider wrote...
Neutrality isn't necessarily boring. We just call it that because it has no specific tone-- meaning that whatever tone it has is conveyed by the nature of the choice, same as how we wrote pretty much all action choices in DAO. It's also what we call the tone for any lines that don't need it... like in a cutscene where the player shouts out something, or lines you could expect anyone to say (like "Hello").
In this case, the decision to get rid of dominant tone wasn't made to appease any specific group. We were just looking at how to improve our use of paraphrases, and through that examining the places where it was
problematic in DA2, and the choices being broken down into different tone responses was a clear culprit... if not for all issues certainly for many. It was an experiment that sounded better than it usually worked.
You still have the use of tones in every tone wheel, meaning you can choose which tone to use in most roleplaying situations. It's simply a case of us not supplying you with a tone elsewhere... and while I get the idea "just choose the tone of the action choice", I'm afraid that's really not feasible. Picking a choice and then picking the tone of a choice is the kind of micro-management that would be really cumbersome. Some people might like that kind of granularity, I suppose, but it's never going to happen.
Modifié par Newschmoo, 06 mars 2013 - 07:04 .
The way I understand it is that there's a difference between "role playing choices," which will have a tone (e.g. aggresive, sarcastic, diplomatic), vs. action choices, which will be neutral. My guess is that "role playing choices" are when you get the right side options that each had the little tone icon. But when you chose actions, they will now no longer have a tone. So, if I'm interpreting this right, your character will no longer develop a general tone that it then applies to how it says action things. For example, if you're aggressive, eventually your responses in DA2 were always agressive. So, like you're talking to Fenris before the romance hookup, and there's an action choice for him to stay and have sexy time (the "Don't go" option), but the words Hawke actually said depended on tone. LIke in this video, diplomatic Hawke said something like "stay" but aggressive Hawke says, "Shut up." My guess is that in the new game, she would just say "stay" in both cases.LolaLei wrote...
R2s Muse wrote...
So here's something kinda cool. In the eighteen thousandth thread on paraphrasing, DG has been talking about how they'll do player "tone" in DA3. Some is repeated, some I don't think I've heard in this much detail. I wish he also gave some examples, since I'm not sure I quite get some of it.David Gaider wrote...
There's no such thing as dominant tone any longer. Tone exists for roleplaying choices in the tone wheels-- that's it. We don't track it. As I said, options off the choice wheel are neutral-toned unless the tone is already implicit, and any auto-dialogue (I'll use that phrase, since it seems to have stuck) we need to use is also neutral-only.David Gaider wrote...
Neutrality isn't necessarily boring. We just call it that because it has no specific tone-- meaning that whatever tone it has is conveyed by the nature of the choice, same as how we wrote pretty much all action choices in DAO. It's also what we call the tone for any lines that don't need it... like in a cutscene where the player shouts out something, or lines you could expect anyone to say (like "Hello").
In this case, the decision to get rid of dominant tone wasn't made to appease any specific group. We were just looking at how to improve our use of paraphrases, and through that examining the places where it was
problematic in DA2, and the choices being broken down into different tone responses was a clear culprit... if not for all issues certainly for many. It was an experiment that sounded better than it usually worked.
You still have the use of tones in every tone wheel, meaning you can choose which tone to use in most roleplaying situations. It's simply a case of us not supplying you with a tone elsewhere... and while I get the idea "just choose the tone of the action choice", I'm afraid that's really not feasible. Picking a choice and then picking the tone of a choice is the kind of micro-management that would be really cumbersome. Some people might like that kind of granularity, I suppose, but it's never going to happen.
I'm not sure I understand what he's trying to explain.
Is he saying that they've dropped the agressive/sarcastic/Diplomatic thing that in turn gave Hawke his/her dominant personality throughout the game depending on which one you used the most? Or is he saying that all the options we will be given will be fairly neutral, unless it's part of a scene where, for example, the protagonist would be really bloody angry etc?
Modifié par R2s Muse, 06 mars 2013 - 07:22 .
Heya! Yes, this is how I am interpreting it. My guess on the granularity comment is that, since you won't be developing an "average" tone over the course of the game, then for an action choice to have a tone, you would have to do it in two steps. (1) Choose the action, and then (2) Choose the tone. But that's too complicated so now there's no tone, just neutral words.Newschmoo wrote...
Good evening.
Does this mean that when it comes to dialogue wheel there will still be the option of the protagonist being helpful/nice or charming/sarcastic or mean/aggressive, but during other scenes he/she will be more neutral? I am a bit confused (also not sure what granularity means!)
LolaLei wrote...
They were all fighting amongst themselves or something, so Chris shut it down until further notice... they seem to have forgotten about it though lol.
Newschmoo wrote...
Good evening.
Does this mean that when it comes to dialogue wheel there will still be the option of the protagonist being helpful/nice or charming/sarcastic or mean/aggressive, but during other scenes he/she will be more neutral? I am a bit confused (also not sure what granularity means!)
Also I saw the discussion re the type of thread for Cullen (a fan or discussion thread). But I noted that all the character/companion threads for ME3 are all closed (I am a latecomer to the trilogy). Was there a reason? I hope this doesn't happen to the threads for DA3.
Edit - Deus Ex is on the shelf, but not had time to play it yet.
Modifié par Demarco09, 06 mars 2013 - 07:29 .
R2s Muse wrote...
Heya! Yes, this is how I am interpreting it. My guess on the granularity comment is that, since you won't be developing an "average" tone over the course of the game, then for an action choice to have a tone, you would have to do it in two steps. (1) Choose the action, and then (2) Choose the tone. But that's too complicated so now there's no tone, just neutral words.Newschmoo wrote...
Good evening.
Does this mean that when it comes to dialogue wheel there will still be the option of the protagonist being helpful/nice or charming/sarcastic or mean/aggressive, but during other scenes he/she will be more neutral? I am a bit confused (also not sure what granularity means!)
It also sounded like no longer any tone on banter, which is a bit of a shame.