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A request regarding dialog options (especially romance!)


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#1
Arivle

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This came back to my mind with the latest MOTA DLC:

Please, at least in DA3 get rid of that stupid "heart" option in dialog choices. What I loved in DAO was that seduction/relationship was a part of _challenge_. That I could win the heart of someone by careful behaviour, not by dumb and totally obvious "LOVE ME" button which on top of that always succeeds. We're mature people we don't need three years old kids help.

And - at least to certain extend - I'd also like to make "paragon/renegade" choices less clear as well. There can be special actions like in ME2, that was cool but in normal dialogs I should again decide what's good and what's evil by the _text_ not the "press me to be good/evil" icon.

Modifié par Arivle, 22 octobre 2011 - 11:28 .


#2
Dubya75

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You have a very good point there, Arivle!
I like the dialogue wheel in DA2, but not having the icons but instead more intelligent paraphrasing would be a great deal more challenging and ultimately satisfying since as you say, this would require you to think about your responses much more carefully.

In my more recent playthroughs I've found myself mindlessly selecting replies based on the icon, instead of really thinking about what is being suggested in the paraphrasing. I have to admit it, but I can see it now...the icons (not the dialogue wheel system in itself) has resulted in a dumbed-down dialogue system. :crying:

Modifié par Dubya75, 22 octobre 2011 - 11:38 .


#3
Sutekh

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Arivle wrote...

This came back to my mind with the latest MOTA DLC:

Please, at least in DA3 get rid of that stupid "heart" option in dialog choices. What I loved in DAO was that seduction/relationship was a part of _challenge_. That I could win the heart of someone by careful behaviour, not by dumb and totally obvious "LOVE ME" button which on top of that always succeeds. We're mature people we don't need three years old kids help.

And - at least to certain extend - I'd also like to make "paragon/renegade" choices less clear as well. There can be special actions like in ME2, that was cool but in normal dialogs I should again decide what's good and what's evil by the _text_ not the "press me to be good/evil" icon.

I generally see the <3 as a tone indicator more than a "click here to flirt" thing. It might also be a good thing to avoid ninjamancing issues and player's misinterpretation of a given dialog line (and yet, some people still complain they've been ninjamanced after hitting the <3, and I'm not talking about the Anders issue). But you might have a point there.

On the other hand, I've never seen Good and Evil choices indicated by icons. Never. Depending on your current Hawke's stance re: general plot or specific quest, some diplomatic choices can be deemed as "evil" and some aggro as "good". Being a grumpy curmudgeon doesn't mean your heart is blackened and your soul's tainted. It just means you're a grumpy curmudgeon.

Modifié par Sutekh, 22 octobre 2011 - 01:06 .


#4
Arivle

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Maybe the good (and easy solution) would be an option in game-play settings, which - if set - would hide the icon symbols and shuffle the dialog options randomly across the wheel.

Modifié par Arivle, 22 octobre 2011 - 12:02 .


#5
whykikyouwhy

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Maybe some of the issue has to do with color association. Red = bad, evil, Sith, etc. Couple red with a little fist icon and the implication could be "I will say something that will beat you over the head and send you to hell!" Although...I didn't see it that way. I just interpretted it as aggression or ire, which, depending on the situation, might be appropriate.

I didn't find anything wrong with the heart icon though. It doesn't mean "love and kisses and now let's do to bed" - rather, as Sutekh said, it's meant to be "hey, good looking, I'll be back to pick you up later....for some casual banter, maybe a drink, maybe a meal...oh, and maybe some sexytimes *if* we continue to talk like this." There's still some additional flirting involved after the first heart icon choice, plus all of the companion questing and the like.

I suppose there could be a different icon for the flirt path. Maybe a winking eye? A winking eye and a thumbs up sign? Fun guns?

#6
Sutekh

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whykikyouwhy wrote...

I suppose there could be a different icon for the flirt path. Maybe a winking eye? A winking eye and a thumbs up sign? Fun guns?

Leisure Suit Larry icon?

#7
Guest_Rojahar_*

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The icons are just there to signal the intent behind which the line will be spoken, be it peaceful/diplomatic (leaf), aggressive (fist), direct/blunt (gavel), or romantic/seductive/loving (heart). They were implemented because, say, something like "OK." could be read by the VA as sarcastic, agreeing, or reluctant, and you would have no way of knowing without the icon until you tried it - or if they put something like [reluctant agreement] in brackets next to it. Also, without the heart icon, or a [flirt] tag on certain dialog options, people would complain when they accidently flirt, open up a romance path, or whatever.

#8
rak72

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I generally agree with this. To this day, I still get ningamanced by Leliana, and I don't mind. It makes it more real - being supportive & friendly, talking about shoes & hair, then some one gets stars in their eyes & falls to your charm. But if DA2 was going to do this, the paraphrasing needs to be WAAAY clearer. I don't want to offer to help a friend to read & come out with a cheesy pickup line.

#9
Guest_Rojahar_*

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rak72 wrote...

 I don't want to offer to help a friend to read & come out with a cheesy pickup line.


[Halo Icon] I can teach you.
How about I teach you to read? ^_^

[Heart Icon] I can teach you.
How about I teach you a few things... in bed? ^_~

#10
Uccio

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Just face it, icons with colors were for kids. I had no problem with choosing fom the dialog option in Origins. In DA2 I was spoon fed. "Here, take this for some sweet loving". The one thing dev team needs to do is choose to whom they want to make this game for.

#11
artsangel

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I wouldn't mind seeing dialog implemented closer to Deus Ex. Overall intent / mood of the line to select from (similar to the icons, really) and then with the full line shown when you mouse-over. I thought it was a decent system.

#12
Guest_Sareth Cousland_*

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rak72 wrote...

I generally agree with this. To this day, I still get ningamanced by Leliana, and I don't mind. It makes it more real - being supportive & friendly, talking about shoes & hair, then some one gets stars in their eyes & falls to your charm. But if DA2 was going to do this, the paraphrasing needs to be WAAAY clearer. I don't want to offer to help a friend to read & come out with a cheesy pickup line.


Bioware, please listen to the lady. Do away with intent icons and give us better paraphrasing instead, and we will be happy. Disclaimer: I speak only for myself and those with a similar opinion.

#13
Guest_Rojahar_*

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artsangel wrote...

I wouldn't mind seeing dialog implemented closer to Deus Ex. Overall intent / mood of the line to select from (similar to the icons, really) and then with the full line shown when you mouse-over. I thought it was a decent system.


Another great thing that Deus Ex did was have persuasion actually require you pick a series of options which would lead to persuading the NPC, instead of just clicking a line with [Persuade] next to it. I don't know why Bioware doesn't let us preview the dialog when highlighting the line. If some people want to be surprised, then it would be a simple toggle to implement.

#14
mousestalker

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So, after reading all the above, what's needed is a Mr Microphone icon? That could be worthwhile...

#15
Cutlass Jack

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Here's a game secret that will blow your mind: Sometimes the deeper romantic dialogue only happens if you don't go for the obvious heart icon.

If you only romance by hitting the heart icon and only pick the icon that matches your personality type, you'll miss out on some good dialogue. The icons are guidelines but not absolutes.

#16
Darkov

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I'd actually like the dialogue to be a little clearer. I found that many times, in all BioWare games, the violent action was actually more appropriate for my good alignment, but dialogue or action it perform was always done in an evil manner, when it didn't need to be.

#17
Blessed Silence

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OMG no! Keep the icon!

Because I ended up accidently flirting with Zevran in DA:O when the line seemed harmless enough and f'd up my romance with Alistair. I like to know at least the tone I'm gonna say.

#18
schalafi

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After playing ME, and the DA games, I decided to do a quick save before what might be an important conversation. It takes a few seconds longer, but has saved me some annoying mistakes, and also from being ninjamanced, which I absolutely hate!

What I still can't seem to do is get a Rivalry romance in DA2. I just can't seem to say the right (or wrong?) thing to get that, and I'm curious whether the dialogue is better, or the same as in the
Friendly romance.

#19
Reno_Tarshil

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schalafi wrote...

After playing ME, and the DA games, I decided to do a quick save before what might be an important conversation. It takes a few seconds longer, but has saved me some annoying mistakes, and also from being ninjamanced, which I absolutely hate!

What I still can't seem to do is get a Rivalry romance in DA2. I just can't seem to say the right (or wrong?) thing to get that, and I'm curious whether the dialogue is better, or the same as in the
Friendly romance.


For anders select the heart options and then stuff that makes you sound like you oppose mages.

#20
MagmaSaiyan

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well what about colored text? or would that be too much of an eye sore

#21
CuriousArtemis

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Er but I like the heart. I don't want to be two thirds of the way through a game only to realize I failed at romancing someone because I didn't pick the right answer in like Act 1.

#22
Zanallen

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Considering the number of people who were ninjad into romances in DAO just for being nice to their companions, I think the flirt icon should stay.

#23
Guest_Puddi III_*

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Arivle wrote...

This came back to my mind with the latest MOTA DLC:

Please, at least in DA3 get rid of that stupid "heart" option in dialog choices. What I loved in DAO was that seduction/relationship was a part of _challenge_. That I could win the heart of someone by careful behaviour, not by dumb and totally obvious "LOVE ME" button which on top of that always succeeds. We're mature people we don't need three years old kids help.


Um, the romances worked the same way in DAO. Choosing a 'flirt' option initiated the romance and it always succeeded (with enough influence as well, perhaps). The only difference is that it didn't explicitly tell you what was a flirt option, but it was pretty damn obvious to anyone with at least a three year old's level of reading comprehension.

#24
jlb524

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I'm not sure what's so challenging and rewarding about picking an option that you didn't think was a flirt but turned out to be a flirt, and then re-loading because you didn't want to flirt with that companion.

Like Filament said, the flirts were obvious in DA:O anyway.

I mean, every damn time I talked to Alistair there was a big "Has anyone ever told you how handsome you are?" shoved in my face.

Oh, I wonder what will happen if I select that?

#25
Wulfram

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For me the main problem with flirts in DA2 was that they often seemed to be rather awkwardly crammed into conversations. I guess because there were fewer minor or more inconsequential chats.

Also, it doesn't help that this time you have to hear the cheezy pick up lines your character is using.