JohnEpler wrote...
As to the OP - I don't think silent protagonist is a bad word at all. Bethesda still has a silent protagonist, and, of course, there's the Half-Life series.
Eh, there is a difference between silent protagonists and non voiced protagonists. Gordon Freeman is a silent PC- he does not talk. Characters like the Dragonborn or the Warden or your PC in Bloodlines are non voiced PC's- they talk to other characters just fine- they're not mutes- the voice is just provided by the player.
JohnEpler wrote...
It's just not a direction we're choosing to go with our own games. Could that change? Maybe, although I think you're more likely to see a refinement of our voiced protagonist and the systems surrounding that, rather than a return to a silent protagonist. But it's certainly not something I'd argue has to be in every game - we just feel that it fits with our goals in terms of how we want to use the gaming medium to tell stories.
And thats really my biggest disappointment with BioWare of late: the seeming notion that all stories told via games have to be presented in the same way, with a voiced PC, paraphrases, dialogue wheel and so forth. To me, games like Baldur's Gate or Dragon Age: Origins feel more like a novel in terms of story whereas something like Mass Effect certainly feels more cinematic. And at one point in time I loved how I thought BioWare was going to keep that variety in how they have varied approaches of telling a story - DA being the more novel like approach and ME being more cinematic. Oops.
Thats one of my major issues with how BioWare has been handling the voiced PC though too. Having the artificial pauses when selecting dialogue does not help with the attempts at a more cinematic narrative. Alpha Protocol's dialogues were great IMO, because they felt truly cinematic with the timed dialogues such that they all had pacing and flow and you could see people's reactions to Thorton immediately with no pauses since you often pick the tone of the response before the other person is done talking.JohnEpler wrote...
This means that characters can't cut each other off, people can't react to a line before it's done - it creates a weird meta-space where everything pauses as the player says their line. And to head off the inevitable, no, we didn't use this time as effectively as we could in DA2. That doesn't mean it isn't a valid space to explore.
Granted, AP's use of the voiced PC means far less fine control as Thorton is very much his own character but I guess thats balanced in some respect since he has choices to make with actual divergent consequences.
JohnEpler wrote...
I definitely agree that you can do a lot of storytelling without a word of dialogue. Though I think this has less to do with voiced versus silent as it does with just knowing and making use of the nonverbal cues and body language that we, as a species, have been developing for thousands of years. Is it easy? No - direct is always easier than subtle. But I'd say it's worth doing, and I'm hoping we can show moer of it going forward.
Yup, thats where I'd love having better animations, facial animations especially. Too often in BioWare games you end up with info dumps of exposition that tell and don't show. I think Skyrim and Bethesda do a masterful job of telling stories without a single line of dialogue. Like exploring a forest, coming across an abandoned cabin and finding a guy dead in his bed inside. You see a journal next to his bed where the guy was sadly documenting his declining health, mentioning his dog, who you can find roaming around the cabin. Its just a simple little thing and yet for me at least, its great storytelling without a single line of dialogue that fleshes out the world and makes it a more authentic feeling place.
Xewaka wrote...
You know what would even be better? Knowing if my character will call another an idiot if I pick certain dialogue option BEFORE picking said option , rather than AFTER. What killed any chance chance at roleplaying in DA 2 was not the voice, was the fact that the paraphrases robbed the player of vital information about the characters actions. What the character says matter. If you can't know what will be said beforehand, you cannot in good sense say that you've had, at any point, controlled the character.
Oh, and before you say you're working on improving the paraphrases, let me save you the time: they can't, by their very nature, be improved. The simple fact that paraphrases have a ludicruously low character space means they can never convey enough information pertaining the choice about to be made, thus they'll either be useless or directly misleading. There are people that is happy with vague hints and the flimsiest barebone structure of dialogue, to avoid running into subvocalization issues. I don't. And anyone who argues that being surprised by your own character (as opposed to plot developments) is in anyway conductive of good roleplaying needs to figure out what character interpretation actually means.

The paraphrases are worthless so long as BioWare is going to try to give the illusion of providing player agency in the dialogues/character creation. Either give at least the option of seeing the full text (like Human Revolution) so the player knows what the PC is going to say or go all in with a more Alpha Protocol like dialogue system that fully takes advantage of the cinematic presentation. When I don't even know what my PC is going to say, I have a hard time caring about any response by an NPC when its often a response to something I wouldn't have wanted my PC to say in the first place.
Modifié par Brockololly, 28 février 2012 - 10:42 .





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