JohnEpler wrote...
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
With BioWare games going for the cinematic angle in story telling over everything else though, wouldn't it make sense to use timed dialogue? It works great in Alpha Protocol in keeping the conversations flowing without being choppy like I think they feel in recent BioWare games that use the wheel.
Why not do something like Jade Empire where the tone of the response you're mousing over is reflected on the PC 's face- if the camera is focusing on the PC?
JohnEpler wrote...
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.
I guess my larger issue is why even have the camera focused on your player character when choosing dialogue in the first place? If my PC is talking to someone, wouldn't I want the attention on whoever I'm speaking to? I think that was one of the problems sometimes in DAO where people complained of the Warden's blank face, but thats only because you (BioWare, at least, not you personally) focused on it so often instead of over the shoulder shots. I think over the shoulder type shots do a better job of reinforcing the more first person narrative too. That way, like in Deus Ex: Human Revolution's persuade conversations, your attention is on who you're talking to and you can try to read the subject's body language; you're not left looking at Jensen blankly staring at them.
Basically, so long as BioWare is sticking to the purposefully vague and unhelpful praphrases on the dialogue wheel, I'd prefer some sort of timing. Cause so long as you're stuck with obfuscating paraphrases and not the full text, its not a first person narrative and like Alpha Protocol, makes for a more interesting experience where you're not over analyzing poor paraphrases but going with your first impression.
Or even if it was like Skyrim where if you wait a long time in the dialogue screen, eventually people will react and walk away/fight or whatever. It takes a while to happen, but people eventually do react to you not continuing conversation with them if you take a long time.
Or better yet, BioWare could let you actually pause the game in dialogue. That would be swell.