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Bioware taking inspiration from Skyrim, hope for...


4 réponses à ce sujet

#1
yaw

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 ... silent protagonist?

Skyrim has proved to the gaming industry that the silent protagonist is not dead, and dialouge wheels arn't necessary. 

Before November I thought Bioware was going to be stubborn in their ways and consider a voiced protagonist and conversation wheel to be a perminant feature in all their games from now on.. but frankly, after the failure of DA2 and the success of Skyrim, maybe Bioware might be open to advice now.

I've certainly never heard anyone complain about the silent protagonist in Skyrim. Why not? Because it's not needed. Oblivion didn't have one, Morrowind didn't have one, none of the ES series had one. And noone felt the need to 'innovate' and start using one. Take notes.


EDIT:

Sylvianus wrote...

The op simply stated that even with a silent protagonist, the huge market ( since that's what interest Bioware according to him ) could totally buy the game. The logic is fair, and is totally based on a fact.

Many people on this board months ago said that a silent protagonist was something antiquated, and that the next bioware's game couldn't sell with that. Skyrim can just show that this statement ( antiquated ) isn't necessarily a fair statement.


Modifié par yaw, 16 janvier 2012 - 12:12 .


#2
Stanley Woo

Stanley Woo
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Let's bring this discussion back to Dragon Age II, please. it's gone far afield.

#3
John Epler

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That's quite enough of that.

Let's cut out the personal attacks, shall we? We can disagree without descending to petty insults.

#4
John Epler

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We don't have FaceFX on 'choose your response' shots. This is partially by design, and partially an engine limitation. The former because, essentially, the world is in a 'pause' state when you're choosing a response - and what FaceFX should we put on it? The player hasn't chosen a response yet, after all, so we don't know what emotion they're 'feeling' until they choose it. The latter because there's currently no way to persist FaceFX from the end of a line into a pause - whether we'd do it or not if it were possible is another question, for the reasons indicated above

Having said that, if we ever see it allowed by the technology, one possible solution would be to leave the facial expression from the previous line on the character. Beyond simply facial expressions, though, the solutions to 'person stands there like a zombie while you make your choice' is, really, to put a timer on the dialogue, and I wouldn't expect to see that any time soon in BioWare games. The pause exists outside of the world created by the game - it's not supposed to actually suggest that everyone is standing around, waiting with bated breath for your next words.

#5
John Epler

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DominusVita wrote...

The pause exists outside of the world created by the game - it's not supposed to actually suggest that everyone is standing around, waiting with bated breath for your next words.

In a similar way why a HUD exists. There aren't magical rectangles of red hanging nearby your generic hero. It's meant to assist the player outside of the in-game world.

Though I like to pretend they're waiting for me to say something.

"He's totally gonna pick the roma-damnit he went renegade."


I've engaged in much self-flagellation over the Grace/Thrask scene in Act Three, but this was another place where I really needed to pay more attention to the tension of the scene. It's somewhat ridiculous when you're in the middle of a tense standoff and then EVERYONE WAITS while you carefully choose a dialogue option. While a gradual building of tension is often preferable, sometimes, you just have to pass every other defcon on the way to defcon 1.