I appreciate the DA team trying to give us some possibilities given the times but they have a really long way to go..
Modifié par Creid-X, 31 octobre 2011 - 12:11 .
Modifié par Creid-X, 31 octobre 2011 - 12:11 .
Gibb_Shepard wrote...
With a voiced PC however, your character is at the mercy of the writers, but Mass Effect still managed to pull off the ability to roleplay a variety of characters.
Morroian wrote...
DA2 inspired me to imagine the possibilities surrouding Hawke and role play more different types of Hawkes than MEs flat delivery.
DreGregoire wrote...
The Ethereal Writer Redux wrote...
Sure you can imagine that there are 15 ways to say a line, but then you also have to think that everyone you're traveling with is incompetent at having interactions with another human being in order to get those various ways to even work a little bit.
And the companions are not incompetent at having interactions with other people.
It's not even about them being incompetent in interactions, because to me I felt that their response to my "attitude" was well thought out. Somebody choosing to take something somebody says a different way is actually a sign of a competent people person. And how they respond can have an even greater impact on how my pc perceived things. How many times has somebody spoken to you in a certain manner and you have attempted to deflect it into a different direction by responding in a manner you hope will defuse the situation?
Not to mention that how you imagined your character saying something and a companion misunderstanding your intent is more natural to me than everybody always knowing you are being a jerk, nice, or snarky
The Ethereal Writer Redux wrote...
would you feel that was a "natural response"? Or would you feel that they can't be a part of a conversation because they're misconstruing how you're saying something?
Modifié par DreGregoire, 31 octobre 2011 - 01:59 .
DreGregoire wrote...
The Ethereal Writer Redux wrote...
would you feel that was a "natural response"? Or would you feel that they can't be a part of a conversation because they're misconstruing how you're saying something?
A natural response for who? Based on whose perception? A person misunderstanding your intentions (more than once or not) doesn't give them any less of a right to be part of a conversation than the next person.
Now you can of course, in reallife, decide not to have further contact with that type of person because they are too odd (or whatever) for you to associate with. *shrugs* That's on you.
In reality people misconstrue the intent of other people on a regular basis. One person's tone of voice is not always understood by the other person.
eroeru wrote...
Interesting point there.
But I came to post because I stumbled across this character-creation guide-line on a very random Role-play site:
"
"And so we were created, each of us separate and unique, each with a boundless capacity for good and a limitless potential for depravity."
- The Book of Promises
The character creation process is arguably the most important aspect of a role-playing game. Without meaningful and well-envisioned characters, the game is nothing but the shell of a story. But if our main characters (the players) are brimming with color and depth, we begin to connect to the setting. These characters breathe life into our story. Flat, cardboard cutout characters only serve to dull the emotional thrust of our tale.
So, dear reader, the author encourages you to spend time on the creation process. Give your character complexity and sophistication. Look beyond mere numbers to the core of the character. You will be well rewarded for your hard work.
"
Quite an insightful way to view role-play mechanics at work, don't you think?
Modifié par eroeru, 31 octobre 2011 - 03:11 .
Modifié par mrcrusty, 31 octobre 2011 - 07:06 .
KilrB wrote...
Forget paraphrasing and tones ...
Show me one way I could have killed Petrice, her side-kick, and the Qunari mage the first time I met all three and knew "this is going to be trouble".
Show me how the Viscount, Seamus, and Orsino or Meredith could still be alive at the end.
Show me how Hawke was the "Champion of Kirkwall".
Show me how I could become "Ruler of Kirkwall".
The idea that we were role-playing Hawke is rubbish.
We were just along for the ride, not in the driver's seat ... and we had to ride in the back too.
Guest_Rojahar_*
Gibb_Shepard wrote...
At the moment i'm trying to play a stoic character whom has a cynical view of the world, yet does attempt to do as much good as he can. And it's pretty much impossible. My character is not an angry man, and is usually calm and collected even under the most stressful circumstances. But the only choices i have are to be a kissass or an aggressive ass. The character fits into neither of those categories, and he seems fairly basic from a roleplaying stand point.
On top of this, when i do have to pick between condemning someone to death or asking if i can look for their long lost mother, the character's voice is COMPLETELY different. NO ONE's voice lowers several octaves when they are aggressive like Hawke's does, it gives a bipolar quality that i have not yet seen in a game. Between this bipolar voice change, lack of neutrality and horribly done paraphrases; it is ridiculously hard to roleplay in this game.
But i guess it's my fault for attempting to make a character that isn't 1 dimensional.
Believe it or not; adding a neutral option, entire sentences (No more paraphrasing, please? Look at DX: HR) and a voice that can express anger without going from Isabella to Fenris tonality wise, the game's roleplaying ability would be a lot more in-depth. Hell, ME has two of these already sorted out, a neutral option and VA's that can express different moods without sounding like they just smoked a pack of cigarettes.
mrcrusty wrote...
[...quote of awesome...]
Rojahar wrote...
Try using the diplomatic options. Just because there's a blue symbol doesn't mean they're friendly or cheerful. Quite a few are pretty neutral and all-business. Your problem, I'm guessing, is that you're focusing more on the symbols than the paraphrases and assuming that you should pick red/purple options. Don't be afraid to go outside the color archetypes and mix things up a bit when appropriate.
Rojahar wrote...
Gibb_Shepard wrote...
At the moment i'm trying to play a stoic character whom has a cynical view of the world, yet does attempt to do as much good as he can. And it's pretty much impossible. My character is not an angry man, and is usually calm and collected even under the most stressful circumstances. But the only choices i have are to be a kissass or an aggressive ass. The character fits into neither of those categories, and he seems fairly basic from a roleplaying stand point.
On top of this, when i do have to pick between condemning someone to death or asking if i can look for their long lost mother, the character's voice is COMPLETELY different. NO ONE's voice lowers several octaves when they are aggressive like Hawke's does, it gives a bipolar quality that i have not yet seen in a game. Between this bipolar voice change, lack of neutrality and horribly done paraphrases; it is ridiculously hard to roleplay in this game.
But i guess it's my fault for attempting to make a character that isn't 1 dimensional.
Believe it or not; adding a neutral option, entire sentences (No more paraphrasing, please? Look at DX: HR) and a voice that can express anger without going from Isabella to Fenris tonality wise, the game's roleplaying ability would be a lot more in-depth. Hell, ME has two of these already sorted out, a neutral option and VA's that can express different moods without sounding like they just smoked a pack of cigarettes.
Your problem, I'm guessing, is that you're focusing more on the symbols than the paraphrases and assuming that you should pick red/purple options.
Modifié par Gibb_Shepard, 31 octobre 2011 - 12:47 .
That's impossible. A cynical character doesn't care about the state the world is in, and doesn't do good, because he has given up caring and thinks it's pointless. Maybe you mean a sarcastic character?Gibb_Shepard wrote...
At the moment i'm trying to play a stoic character whom has a cynical view of the world, yet does attempt to do as much good as he can.
Modifié par Marvin_Arnold, 31 octobre 2011 - 01:12 .
Zanallen wrote...
eroeru wrote...
It is vastly different, as many players have pointed out their frustration.
First off, I can imagine countless possibilities into the meaning of text-based responses. The benefit of Bioware's games (the ones until DA:O) is a loose direction without a certain tone, attitude, but rather with well written often five-six possibilities that give a direction, but do not define.
DA2 is defined and very movie-like. Exactly how I don't like a (hopefully) choice-based RPG (or any game). I can place myself in the shoes of Hawke as likely as I can with any movie-character. It doesn't feel like my character, it is more pre-defined (to a large and onto-frustration sufficient extent)...
You might be able to imagine countless possibilities, but that doesn't mean they exist. The NPCs only respond to one possibility. That is the tone and intent established by the writer when he wrote the line and the NPC's response. The certain tone and attitude is there, it is just less apparent without a voiced protagonist. And no, you did not get five or six possiblities. You received three or four. The rest were investigate options. Same with DA2.
Modifié par Gunderic, 31 octobre 2011 - 01:18 .
Marvin_Arnold wrote...
It seems to me that many who complain here would be very happy playing a pen-and-paper RPG hosted by a (human) DM who can adapt to your every whim.
Maybe they should. You also get to meet people that way...
Marvin_Arnold wrote...
That's impossible. A cynical character doesn't care about the state the world is in, and doesn't do good, because he has given up caring and thinks it's pointless. Maybe you mean a sarcastic character?Gibb_Shepard wrote...
At the moment i'm trying to play a stoic character whom has a cynical view of the world, yet does attempt to do as much good as he can.
whykikyouwhy wrote...
The paraphrases didn't seem so far off the mark to me. I knew that the middle/purple option would be sarcastic, and was meant to be indicative of a more jesting Hawke, so I always figured that the corresponding audio response would be snarky in tone.
Modifié par Gibb_Shepard, 31 octobre 2011 - 02:18 .
Marvin_Arnold wrote...
This is the problem I alwas have with a voiced PC: It's not "you", he is a person of his own, with his own personality that you can only adapt at or get frustrated.
Marvin_Arnold wrote...
DA:O was more open because the PC was more or less an "empty page" from the beginning.
AlexXIV wrote...
Basically you will often not say what you think. Because it's not a very good idea to tell a templar commander that he/she is a ******. Even if it's true.
Modifié par jlb524, 31 octobre 2011 - 03:44 .