Is the dialogue wheel needed anymore?
#26
Posté 18 octobre 2011 - 11:01
#27
Posté 18 octobre 2011 - 11:08
Yes, it's a simple way to navigate the dialog options. If I had one criticism it would be that if a player wants to be pure paragon, always choose top right (excluding obvious answers and blue text).
S'F'
#28
Posté 18 octobre 2011 - 11:17
#29
Posté 18 octobre 2011 - 11:19
ME gave us a few dialogue options that featured superfluous options to responses and they still cut content. That's after 4 years of development. You can't even think to expect real divergent dialogue paths or just divergent paths in general with half or barely half of that time.
Modifié par Xeranx, 18 octobre 2011 - 11:21 .
#30
Guest_Guest12345_*
Posté 18 octobre 2011 - 11:22
Guest_Guest12345_*
#31
Posté 18 octobre 2011 - 11:34
sorentoft wrote...
Puzzles to be honest. You have to solve one to respond.LOLandStuff wrote...
I vote for a dialogue square.
What he said, but with a count down. And if you take too long you get critical mission failure.
#32
Posté 18 octobre 2011 - 11:38
They need to change your job title to point out the fact that you administrate embarrasment as wellChris Priestly wrote...
Silly Polite, it is how you choose your dialog. If you did not have it, you could not choose. What a silly idea. Silly Polite is silly.
Joking around aside, eliminating choice is not good for this title or the series. At all.
Modifié par DiebytheSword, 18 octobre 2011 - 11:39 .
#33
Posté 19 octobre 2011 - 12:22
Paragon: It's clear you have already made up your minds.
Neutral: It's clear you have already made up your minds.
Renegade: It's clear you have already made up your minds.
<_<
#34
Posté 19 octobre 2011 - 12:26
With Harbinger chiding in: "You have failed."LOLandStuff wrote...
sorentoft wrote...
Puzzles to be honest. You have to solve one to respond.LOLandStuff wrote...
I vote for a dialogue square.
What he said, but with a count down. And if you take too long you get critical mission failure.
#35
Posté 19 octobre 2011 - 12:44
#36
Posté 19 octobre 2011 - 12:46
#37
Posté 19 octobre 2011 - 12:54
In my own opinion it is the lack of ability to RP our Sheps perceptions of various squad members...ME1 allowed us to do so with ALL squaddies....ME2 only allows us to RP our Sheps perceptions with only a few select squaddies but not others.Blazenor wrote...
How was ME any different from ME2 dialogue?
#38
Posté 19 octobre 2011 - 01:00
Bogsnot1 wrote...
Yes, lets return to the ME1 style of dialogue options.
Paragon: It's clear you have already made up your minds.
Neutral: It's clear you have already made up your minds.
Renegade: It's clear you have already made up your minds.
<_<
As if that was all it was. It was more diverse and there were more diverse dialogue options than was present in ME2.
This is like the [wrongly] accepted "fact" that all one did was hold the button down in combat or everyone wore colossus.
#39
Posté 19 octobre 2011 - 01:16
#40
Posté 19 octobre 2011 - 01:31
So instead of doing that again, the team just decided, on occasion, to not bother with the wheel in those circumstances.
As a storyteller, occasionally information and exposition needs to be conveyed directly and giving the player dialog options would overcomplicate and confuse the process. Hence sometimes, for the momentum and flow of a cinematic, or the story, there are things Shepard needs to say without player input.
Modifié par mattahraw, 19 octobre 2011 - 01:33 .
#41
Posté 19 octobre 2011 - 01:43
Currently I'm playing on veteran using Ursa armor for most of my crew. I'm using whatever powerful weapons I can get at the time and progressing from there. I don't care about playing on hardcore or insanity as what I care about is actually being able to role play. Well for the past 5 runs (including my current one) I do, but even before I started role playing my Shepards I was concerned with being able to give my Shepard a voice that and have that voice manipulated by myself any time I get the chance.
Because of this I actually dislike the random banter very much because of things that are said that I feel my Shepard would never say - ever...and of course that's because despite how tawdry some of my jokes are, they won't go to some places when I'm actually talking to people. I'm mainly speaking of the Azure discussion in LOTSB. I don't select that television anymore. Another situation is the infamous nigh stalker-ish way female Shepard talks to Jacob every time I just want to talk. So I don't talk to him, period, unless I'm going to do his loyalty mission...and the opening discussion after Shepard wakes up.
Modifié par Xeranx, 19 octobre 2011 - 01:51 .
#42
Posté 19 octobre 2011 - 01:43
mattahraw wrote...
The "diminished" dialog options in ME2 is actually just an illusion. If you play ME1 enough you'll realize alot of times the dialog wheel comes up, 2 or even all 3 options actually trigger the exact same response.
So instead of doing that again, the team just decided, on occasion, to not bother with the wheel in those circumstances.
As a storyteller, occasionally information and exposition needs to be conveyed directly and giving the player dialog options would overcomplicate and confuse the process. Hence sometimes, for the momentum and flow of a cinematic, or the story, there are things Shepard needs to say without player input.
It's true.
#43
Posté 19 octobre 2011 - 02:24
To be fair, "automatic" dialogue is really nothing new. ME1 had it, but it was covered up by having several options lead to the exact, same line.
#44
Posté 19 octobre 2011 - 02:25
#45
Posté 19 octobre 2011 - 02:45
#46
Posté 19 octobre 2011 - 02:51
Modifié par Il Divo, 19 octobre 2011 - 03:02 .
#47
Posté 19 octobre 2011 - 03:08
The pacing of ME3 seems to be alot faster and more intense than ME1 or ME2 and I don't know if the dialogue wheel - as is - will be able to keep up.
Just my gripe with the dialogue wheel.
Modifié par YouthCultureForever, 19 octobre 2011 - 03:34 .
#48
Guest_Guest12345_*
Posté 19 octobre 2011 - 03:12
Guest_Guest12345_*
#49
Posté 19 octobre 2011 - 03:18
#50
Posté 19 octobre 2011 - 05:59
Modifié par BounceDK, 19 octobre 2011 - 06:01 .





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