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Is the dialogue wheel needed anymore?


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#76
Guest_Submachiner_*

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My **** spelling senses are tingling...

Edit: Oh come on bioware, really? You're going to star out that? Yet you allow people to say ass. *rolleyes*

Modifié par Submachiner, 19 octobre 2011 - 02:50 .


#77
siarheicka

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PoliteAssasin wrote...

...The reason I ask is because of the diminishment of dialogue options in ME2, and if the Mass 3 demos are any indication, ME3 as well...  

...Personally I don't like that they're doing this. To me it kills immersion and replayability having to hear the same auto dialogue every playthrough. However I understand their taking of this approach since a lot of the shooter fanbase complained about too much dialogue. I just figured they should go all the way, without giving us the illusion of choice. Honestly at this point, the dialogue wheel just isn't needed.

-Polite


I agree with you - ME2 definitely had less reason to have a dialog wheel. Most of the time, your response wouldn't affect the story progression - e.g. recruitment missions, which barely had any choice to make at all and progressed the same way regardless of your responses.  Compare that to ME1 mission such as Citadel, where depending on your answers you could either get to Fist through turian or through krogan. I wish they had more branching like that, but alas, I doubt it will happen. I think they really should just limit the wheel to moments which have effect on the sotryline/character relations, and just use quicktime events for everything else. 

#78
Gabey5

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i agree, shepard just does his own thing mostof the time

#79
Gabey5

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BounceDK wrote...

it'll be super stinky in SWTOR.

better than everyone speaking in text format

#80
KainrycKarr

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PoliteAssasin wrote...

Chris 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.



:devil:


Ahhh Mr. Priestly. Considering the fact that a good portion of the dialogue in ME2 isn't chosen but played out automatically, it wouldn't really be silly if the rest of it were that way now would it. ;)

SarunasAndSoOn wrote...

LOTSB is a canon mission, there isnt gonna be a any huge decisions made, and i doubt that they showed all of the options on the demos.  at the NYCC demo there was no dialogue wheel at all so if you prefer it do play that


A lot of the auto dialogue in LoTSB wasn't decision making though. It was definition of character. Canonical. And how do you explain Miranda's dialogue, or Thane's mission?

-Polite



I just played the majority of ME2, including Miranda and Thane's missions, and I think you are full of crap, because there is plenty of dialogue choice, even in the DLC's. There is "slightly" less choice in Arrival, but even that is a hard argument.

Saying they should ditch the dialogue wheel is a moronic idea. Whether it has a major effect on the story, or not, I want to choose what my Shepard says. Period.

Modifié par KainrycKarr, 19 octobre 2011 - 03:49 .


#81
KainrycKarr

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Xeranx wrote...

Well, when you only have two years to develop the game versus 4 what can you expect? And ME3 was supposedly planned to ship either next month or the month after before they pushed the date back. So that's just a little more than a year.

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.


Wrong. They were working on ME3 as of ME2's January 26 2010 release date. With ME3 coming out on March 6, 2012, that's a little over TWO years. Also note that they did not need to redo the engine and everything, as they did with ME2.

#82
WizenSlinky0

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I think people are forgetting the most obvious of reasons for that reduction of choice in ME2. It was the middle of the franchise. ME1 was the start of the story, they could easily go in any direction they wanted since it didn't have to match up with anything previously. ME2 has to fit between the beginning and the end. The more options they give you in the second game the harder it is to fully flush out the third. So your choices tend to have less influence in the middle, because the overall structure must remain at a semi-constant state.

ME3 is not bound by the restriction of matching a following game. They can take it in wildly different directions, so you could reasonably expect more freedom of choice...not less.

#83
KainrycKarr

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WizenSlinky0 wrote...

I think people are forgetting the most obvious of reasons for that reduction of choice in ME2. It was the middle of the franchise. ME1 was the start of the story, they could easily go in any direction they wanted since it didn't have to match up with anything previously. ME2 has to fit between the beginning and the end. The more options they give you in the second game the harder it is to fully flush out the third. So your choices tend to have less influence in the middle, because the overall structure must remain at a semi-constant state.

ME3 is not bound by the restriction of matching a following game. They can take it in wildly different directions, so you could reasonably expect more freedom of choice...not less.


No, it's clearly because ME3 is all-shooter and completely not an RPG. It's also because EA, and by extension Bioware, club baby seals.

#84
WizenSlinky0

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Have you ever clubbed a baby seal? It's exhilarating.

#85
TheKillerAngel

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WizenSlinky0 wrote...

Have you ever clubbed a baby seal? It's exhilarating.


I'm about to go clubbing tonight. Wanna join?

We'll be clubbing baby seals.

#86
The Spamming Troll

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KainrycKarr wrote...

I just played the majority of ME2, including Miranda and Thane's missions, and I think you are full of crap, because there is plenty of dialogue choice, even in the DLC's. There is "slightly" less choice in Arrival, but even that is a hard argument.

Saying they should ditch the dialogue wheel is a moronic idea. Whether it has a major effect on the story, or not, I want to choose what my Shepard says. Period.




so your only into choosing "hello!" or "hi." or "hey?"

becasue its extremely rare when one dialogue choice leads to a different outcome. hell some renegade responses are EXACTLY like the paragon ones in ME1. ofcorse thers choices about saving wrex or destroying the collectors base, but those are ones that need a dialogue wheel. thers more times in the game where i dont need to choose any specific dialogue, the game would play out the same regardless. the choses made in the dialogue wheel is almost equally as linear is ME2s combat.

when your playing ME3 and your 100% renegade gets the exact same ending as my 100% paragon, then what? i guess youll be happy just because you picked "hello" instead of "hi"

personally, i hate that its good VS evil. the stroy must be written in two way, one good, one bad. theres no middle ground in how the game plays out. id rather have the right side of the dialogue wheel be only paragon while the left is only renegade. then split up the responses on each alignment to things like snyde, confident, funny, or even a moronic respons. im as tired of the paragon/renegade dialogue wheel as i am of boring thermal clips.

and i havent even brought up the dumbness of ME2s progresion of alignment. i have to help grammas cross the street in order to later on save a larger group of grammas. im pretty sure people will do what shepards says, regardless if its red or blue.

Modifié par The Spamming Troll, 19 octobre 2011 - 05:56 .


#87
Reever

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PoliteAssasin wrote...
[snip]
 However I understand their taking of this approach since a lot of the shooter fanbase complained about too much dialogue.
[snip]

-Polite


What? Why? WTF?!

#88
Il Divo

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The Spamming Troll wrote...

and i havent even brought up the dumbness of ME2s progresion of alignment. i have to help grammas cross the street in order to later on save a larger group of grammas. im pretty sure people will do what shepards says, regardless if its red or blue.


So wait, ME1's approach makes more sense where killing bad guys somehow allows my Shepard to be better at charm/intimidate? That doesn't strike me as very logical. Image IPB

Modifié par Il Divo, 19 octobre 2011 - 06:15 .


#89
wolfennights

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Mass Effect 1 had plenty of instances where you had three different dialogue choices where Shepard said the same thing for each one. And even if (s)he does say something different, the person you're talking to will still respond the same way (the conversation you have with Chakwas and then Anderson after you get knocked out from the beacon on Eden Prime, talking to Sovereign on Virmire).

#90
Killjoy Cutter

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I just want more responses to choose from, and  -far-  less paraphrasing of the responses.

Modifié par Killjoy Cutter, 19 octobre 2011 - 06:58 .


#91
Killjoy Cutter

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Lotion Soronnar wrote...

Why would we need a dialogue wheel when we have

** Image removed as spam per Site Rule # 2 **



So true... so sad... Image IPB

Modifié par Selene Moonsong, 19 octobre 2011 - 10:01 .


#92
Killjoy Cutter

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PoliteAssasin wrote...

However I understand their taking of this approach since a lot of the shooter fanbase complained about too much dialogue.



If true then those shooter fans can go intercourse themselves. 

#93
WizenSlinky0

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TheKillerAngel wrote...

WizenSlinky0 wrote...

Have you ever clubbed a baby seal? It's exhilarating.


I'm about to go clubbing tonight. Wanna join?

We'll be clubbing baby seals.


Count me in!

#94
Darth Death

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Wouldn't be Mass Effect without it.

#95
sp0ck 06

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The Spamming Troll wrote...

KainrycKarr wrote...

I just played the majority of ME2, including Miranda and Thane's missions, and I think you are full of crap, because there is plenty of dialogue choice, even in the DLC's. There is "slightly" less choice in Arrival, but even that is a hard argument.

Saying they should ditch the dialogue wheel is a moronic idea. Whether it has a major effect on the story, or not, I want to choose what my Shepard says. Period.




so your only into choosing "hello!" or "hi." or "hey?"

becasue its extremely rare when one dialogue choice leads to a different outcome. hell some renegade responses are EXACTLY like the paragon ones in ME1. ofcorse thers choices about saving wrex or destroying the collectors base, but those are ones that need a dialogue wheel. thers more times in the game where i dont need to choose any specific dialogue, the game would play out the same regardless. the choses made in the dialogue wheel is almost equally as linear is ME2s combat.


Troll, wtf are you talking about?  Almost every mission in ME2 can have a different outcome depending on your dialogue choices...
Does Mordin kill his student?  Keep the data?
Does Kasumi save the greybox or destroy it?  And why?
How does Thane find his son, by being brutal?  Or clever?
Does Garrus kill Sidonis?  
Is Tali exiled or cleared?  Does her father have his name stricken or not?
Does Jacob kill his father? Leave him to his crew?  Let him leave?

And on and on.  Having just played through ME1, I noticed there's actually more variety in ME2 conversations.  ME1 convos are longer and more in depth, but oftentimes end exactly the same no matter what dialogue you choose.  Missions end the same, except for a few "big" choices.  ME2 had the "big choices" as well (genophage data, geth heretics) but pretty much every single mission can end differently.  

So you're just wrong.

On a sidenote, I don't see how ME2's combat is "linear" compared to ME1's, either.  What does that even mean?

#96
Jaron Oberyn

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@kainryckarr - I agree with you, although I know you're being sarcastic. ME is a shooter to the bone, there's no shame in admitting that. There's nothing wrong with shooters, I play them as well as RPGs that's why I'm playing mass effect. Because its clearly not due to the illusion of choice. Shepard is canon. Mac Walters can say tell himself and others that there's no canon Shepard all he wants, but the truth is in the facts. My only issue is why lie about it? The only answer I can come up wi is that they don't want to drive away the rpg portion of their fan are by telling them that they have no control over Shepard, so they lie to them in order to try to appease both sides.


-Polite

#97
CannonO

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Paragons weren't as kind in ME2 compared to ME1, so I felt my choices were narrowed there...

Modifié par CannonLars, 19 octobre 2011 - 08:31 .


#98
Jaron Oberyn

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@sp0ck - the environments were more linear and felt claustrophobic.

-Polite

#99
Rogue Unit

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Killjoy Cutter wrote...

PoliteAssasin wrote...

However I understand their taking of this approach since a lot of the shooter fanbase complained about too much dialogue.



If true then those shooter fans can go intercourse themselves. 


I'm curious as to where he got this information. Even if there were complaints about the amount of dialogue, how would he know whether or not it was the "shooter fans" doing the complaining? It's not like they would have a big banter that says "SHOOTER FAN" in their signature.

Sounds like he just pulled that out of his ass to gather support from the RPG crowd.

Modifié par Rogue Unit, 19 octobre 2011 - 09:33 .


#100
Arppis

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How would you know which side of the bi-polarity you would choose without it (or to take traqulizers)!?