A Poll: Voiced PC with paraphrasing, or silent with full dialogue?
#126
Posté 03 novembre 2011 - 10:05
At least with a silent PC, I have full control of what my character sounds like and how each phrase is pronounced in my head. That way it can remain a role-playing game, rather than an interactive movie.
#127
Guest_Sareth Cousland_*
Posté 03 novembre 2011 - 10:09
Guest_Sareth Cousland_*
Modifié par Sareth Cousland, 03 novembre 2011 - 10:10 .
#128
Posté 03 novembre 2011 - 10:13
Lord Aesir wrote...
You don't know the impact VO has on resources. Considering the entirety of the rest of the game is voiced, I don't imagine it's cutting into vastly greater sums than VO already is.
You'd be surprised. The PC has far more lines of text than any NPC, and needs to have at least 2 variations - one for each gender. If I recall what the devs said about this subject, about 40% of recorded voices are for the PC. Then about 15% for the companions and 45% for the rest of the NPCs.
#129
Guest_Sareth Cousland_*
Posté 03 novembre 2011 - 10:16
Guest_Sareth Cousland_*
Nighteye2 wrote...
Lord Aesir wrote...
You don't know the impact VO has on resources. Considering the entirety of the rest of the game is voiced, I don't imagine it's cutting into vastly greater sums than VO already is.
You'd be surprised. The PC has far more lines of text than any NPC, and needs to have at least 2 variations - one for each gender. If I recall what the devs said about this subject, about 40% of recorded voices are for the PC. Then about 15% for the companions and 45% for the rest of the NPCs.
If that is true, that money would be well spent elsewhere.
#130
Posté 03 novembre 2011 - 10:16
#131
Posté 03 novembre 2011 - 10:25
#132
Posté 03 novembre 2011 - 10:28
addiction21 wrote...
Anyone actualy want to give me some real numbers on these costs of voice overs for DA2?
The numbers no one can give you because no one, other than Bioware, has access to them? I want to see them too.
#133
Posté 03 novembre 2011 - 10:31
This whole thread seems like a "tempest in a teapot" type of discussion, because some gamers want to go back to Baldur's Gate rules of play. I want to see new options in my games, not the same old stuff.
#134
Posté 03 novembre 2011 - 11:06
#135
Posté 04 novembre 2011 - 01:30
schalafi wrote...
If you don't know which line to choose it only takes ONE SECOND to hit QUICK SAVE and then see what the paraphrasing is. After playing the game 8 times I know what I want to say, and what I don't, so there's no problem.
Gah. I'd HATE to play a game that way.
I like to make (informed) decisions and live with the consequences, not sample the different outcomes, reload, and pick the one I like best.
#136
Posté 04 novembre 2011 - 02:23
#137
Posté 04 novembre 2011 - 02:58
Bioware already has a set character with Mass Effect. I want a character in which I totally infuse myself into like I did with the Warden.
Modifié par Savber100, 04 novembre 2011 - 02:59 .
#138
Posté 04 novembre 2011 - 06:15
You can't save during conversations.schalafi wrote...
If you don't know which line to choose it only takes ONE SECOND to hit QUICK SAVE and then see what the paraphrasing is.
And if we could, that would still only solve half of the problem. The paraphrase issue would go away, but the fixed tone problem would remain.
Modifié par Sylvius the Mad, 04 novembre 2011 - 06:15 .
#139
Posté 04 novembre 2011 - 12:31
Bioware may be intending to continue with a voiced PC, but it'd be bad business practice to ignore 40+% of your customers who prefer a silent PC.
#140
Posté 04 novembre 2011 - 12:48
Nighteye2 wrote...
You know, there is a middle ground of sorts. If they use full text dialogue trees and a voiced PC, there could be a checkbox to mute the PC. That way each can play to their preference.
Bioware may be intending to continue with a voiced PC, but it'd be bad business practice to ignore 40+% of your customers who prefer a silent PC.
Preference doesn't mean they hate the other option. I may prefer cookies & cream ice-cream but I still love chocolate. Perhaps that's not my finest metaphor to date but I think the point is in there somewhere.
It's also important to keep in mind that all these polls only represent the people who come onto the forums.
Modifié par Loain, 04 novembre 2011 - 12:50 .
#141
Posté 04 novembre 2011 - 12:49
#142
Posté 04 novembre 2011 - 01:09
Gabey5 wrote...
Also why can't we have a witcher style dialogue where we can see what the character will say?
This is exactly what I've been thinking.
Perhaps a solution that may work to solve the problem with the paraphrasing and the spoken words not matching would be to paraphrase the first part of the response, like "Can I get you a ladder...", then the full voiced response "Can I get you ladder, so you can get off my back?"
Of course, this is a stupid example and it will have to be done much more cleverly. But that's the idea...
If Bioware is really clever, they will work in an option to choose Voiced or Mute protagonist in DA3.
Modifié par Dubya75, 04 novembre 2011 - 01:10 .
#143
Posté 04 novembre 2011 - 01:19
DuskWarden wrote...
http://social.biowar...26/polls/26124/
Ok then, I offer you a choice: if you had to pick between a fully voiced player character who had to use the paraphrasing system, or a non voiced player character who has access to full dialogue trees, which would you prefer?
I am pro-voiced PC.
Yes, sometimes I found the paraphrasing annoying or frustrating, but it certainly didn't destroy the game for me, nor did it prevent me from roleplaying my character. I play a femHawke and for the most part I really enjoyed her voice and thought that it fit the way I design my character. Typically, even though I have played DA2 several times now and know most of the potential responses, I do a quicksave before each important convo just in case I want to reload, or experiment with different replies. I suppose this might ruin the continuity for some, but I don't mind it (I did not do this in my first playthrough.)
#144
Posté 04 novembre 2011 - 02:29
Loain wrote...
Nighteye2 wrote...
You know, there is a middle ground of sorts. If they use full text dialogue trees and a voiced PC, there could be a checkbox to mute the PC. That way each can play to their preference.
Bioware may be intending to continue with a voiced PC, but it'd be bad business practice to ignore 40+% of your customers who prefer a silent PC.
Preference doesn't mean they hate the other option. I may prefer cookies & cream ice-cream but I still love chocolate. Perhaps that's not my finest metaphor to date but I think the point is in there somewhere.
It's also important to keep in mind that all these polls only represent the people who come onto the forums.
It's not just the poll. I hear a lot of people also wanting a silent PC - and a lot of people wanting a voiced PC, too. This poll may not be a very accurate estimate, but I would expect both groups (pro-voiced and pro-silent) to each be at least 40% of the bioware fan base.
#145
Posté 04 novembre 2011 - 03:01
MerinTB wrote...
schalafi wrote...
If you don't know which line to choose it only takes ONE SECOND to hit QUICK SAVE and then see what the paraphrasing is. After playing the game 8 times I know what I want to say, and what I don't, so there's no problem.
Gah. I'd HATE to play a game that way.
I like to make (informed) decisions and live with the consequences, not sample the different outcomes, reload, and pick the one I like best.
That's fine, play the game however you want, but there are a lot of posters who keep saying how much they hate the paraphrasing, so let them learn which responses they would like to use, and which don't say what they meant. If you play the game more than once, you'll eventually know what responses you want.
I don't know how much of an informed decision you can make when the choice isn't what you wanted to say.
Modifié par schalafi, 04 novembre 2011 - 03:06 .
#146
Posté 04 novembre 2011 - 03:08
Sylvius the Mad wrote...
You can't save during conversations.schalafi wrote...
If you don't know which line to choose it only takes ONE SECOND to hit QUICK SAVE and then see what the paraphrasing is.
And if we could, that would still only solve half of the problem. The paraphrase issue would go away, but the fixed tone problem would remain.
I don't save "during" conversations, I save" before" the conversation, when I know a choice is coming up.
I don't know what you mean by "fixed tone".
Modifié par schalafi, 04 novembre 2011 - 03:09 .
#147
Posté 04 novembre 2011 - 03:09
DuskWarden wrote...
Ok then, I offer you a choice: if you had to pick between a fully voiced player character who had to use the paraphrasing system, or a non voiced player character who has access to full dialogue trees, which would you prefer?
Silent. A silent protagonist works in New Vegas, it works in Morrowind and Oblivion, and it'll work in Skyrim. I'm not a fan of bad paraphrasing that often doesn't match the dialogue option chosen and having the protagonist speak entire lines of dialogue outside of the player's control.
#148
Posté 04 novembre 2011 - 03:48
Every dialogue hub is a choice. Saving before the conversation (which I do) requires then that you select every option to find out what they are, but somehow ignore the NPC responses to each of them to avoid biasing your selections.schalafi wrote...
I don't save "during" conversations, I save" before" the conversation, when I know a choice is coming up.
This proposed solution would require several reloads for each conversation in the game.
The voice-over says the line a certain way. We're stuck with that delivery of the line.I don't know what you mean by "fixed tone".
A silent PC doesn't do that, so we can have our PC deliver the line however we'd like.
#149
Posté 04 novembre 2011 - 03:49
This was the worst part of the Legacy DLC. Hawke conversed at some length without any input from the player at all.LobselVith8 wrote...
having the protagonist speak entire lines of dialogue outside of the player's control.
#150
Posté 04 novembre 2011 - 04:29
That exactly the problem with paraphrases, it doesn't allow you to make an informed decision.schalafi wrote...
That's fine, play the game however you want, but there are a lot of posters who keep saying how much they hate the paraphrasing, so let them learn which responses they would like to use, and which don't say what they meant. If you play the game more than once, you'll eventually know what responses you want.
I don't know how much of an informed decision you can make when the choice isn't what you wanted to say.
The full line, on the other side, does.
Having to pick all options and reload is an extremely clumsy solution to a problem that shouldn't be there in the first place.





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