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Why is "silent protagonist" a bad word thses days?


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#201
esper

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@Rorschachinstein.Bullying should never be acceptable nor should it needs to be explaineed. In fact if you try to explain bulling you a condoning it because you are saying: What happened is bad, but it was because of X, Y and Z - by saying that you are saying that if the victim had not done c, y or z it would not have happened. Which means you are implict blaming the victim.

Bullies should not be allowed to explains their behaviour. They are bullies and need to learn how to speak proberly to another person or simply don't speak. Bullying is not excuseable: End of discussion.

As for the gameplay discussion it is happening in gameplay related threads and it is fair enough of the moderators to ask us to take that discussion there.

Edit. Wait how did this post end up in the silent protagonist threadPosted Image

Modifié par esper, 01 mars 2012 - 08:29 .


#202
Sylvius the Mad

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Lynata wrote...

No, I think you are missing my point. Given that stopping the Blight is part of DA:O you can not complete the game, so the only question is where you stop playing.

That's completely beside the point.  What matters isn't that stopping the Blight is the only available path.  What matters is that the path is chosen by the player.

Moreover, you're still blindly accepting the presumptions of the game designers.  Yes, if you presuppose that the point of the game is to follow the narrative, then you'll be unable to completel the game without following the narrative.  Congratulations, you have an excellent grasp of tautology.

But why presuppose that?  That the designers do (and recent remarks suggest that they have) is no reason for us to accept it as gospel.

If it bothers you that much, is there no way to simply disable voice audios and enabling subtitles? Apart from the potentially misleading context wheel, this should "fix" the issue completely, wouldn't it?

'Potentially misleading"?  How about "demonstrably obfuscatory"?

And even then, in order to avoid Hawke saying or doing things the player didn't select, we'd need to disable not only the voice but also the subtitles, so as to be unaware of the differences between the full lines and the paraphrases.

But without the voice or the subtitles, there would be no way to know what any of the NPCs said.  If I could disable the PC's voice only (along with the subtitles), that would be an adequate compromise.

Try completing the DA:O City Elf Origin without killing anyone, though!

You're still missing the point.  In the City Elf origin, your PC kills many people.  But every time, you're the one who pulled the trigger.  The player ultimately made the choice to have his character kill.  That's not the case in DA2.  DA2 has Hawke act without consulting the player first.

#203
Dave Exclamation Mark Yognaut

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Cstaf wrote...

Hmm, wierd. For a guy called Sylvius the mad he does make pretty good arguments.



#204
MerinTB

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Can I just interject here -

being able to role-play your character and make decisions for your character != absolute freedom to do whatever you want

If you table top play a game of, let's say, Dark Crusade (Warhammer 40K RPG), you cannot ever become a Jedi nor can you ever join the Avengers. There are limits on what you can do, based on game rules and setting. But you can still decide that your character is trying to stop following Chaos or will spare the life of a Space Marine for some reason.

To say that there are constraints on your "freedom to do whatever you want" is a sophistic argument.

And it's a strawman.

May I also add -

Player character having certain conditions preset, certain situations mandated to happen != player has no choices

You have created a false dichotomy by pointing out, let's just say, that DA:O "forces" you to be a Grey Warden at some point and "forces" you to stop the Blight, and therefore DA:O railroads. These are certain prerequisites of the setting/story of the game.

To call this railroading is a gross misunderstanding of what that means and what a role-playing campaign IS.

For one, railroading is where the guy running the game forces you to keep solving problems, head in directions, or make decisions in a certain way where the decisions are not necessitated by story, setting, rules -
like, say, presenting a promiscuous lying pirate women as an NPC and TELLING you that you instantly befriend her and have agreed to work for her, and when you finally confront the two sides of a conflic you are FORCED to fight both sides.

A computer game will have a limited set of resources available to the player when the players starts the game. Unlimited options will not be available.

Nor are they available in almost any realistic table top RPG game, either.

See, the person running the campaign has picked a game (say D&D 3.5), setting (say, Eberron), and story (say working for the Silver Flame to adventure into the Mournland.) You COULD argue that the DM is railroading the players into not allowing them to work FOR the Lord of Blades, or start on Krynn, or play members of the Teen Titans, or begin at 20th level...

or you could stop arguing with logical fallacies. <_<

Modifié par MerinTB, 01 mars 2012 - 11:14 .


#205
Leon481

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@MerinTB

Exactly. That's why I'm more of a fan of brainstorming ways they can give us more choices while in the confines of their narrative. More choices to determine who our character is. More paths to follow in the story. More ways to resolve situations.

I firmly believe that there are ways they can keep going in the directon they are heading and still give us roleplaying freedom. It doesn't have to be either/or as some of the people on this board seem to believe.

#206
MerinTB

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Leon481 wrote...
@MerinTB

Exactly. That's why I'm more of a fan of brainstorming ways they can give us more choices while in the confines of their narrative. More choices to determine who our character is. More paths to follow in the story. More ways to resolve situations.

I firmly believe that there are ways they can keep going in the directon they are heading and still give us roleplaying freedom. It doesn't have to be either/or as some of the people on this board seem to believe.


I agree.  They can predetermine end results to the narrative all they want, it bothers me little.

They railroad my character, however, into doing things that I don't want them doing or saying, and we have a problem.

DA2 wasn't a failure of plot, it was a failure of story.
It wasn't a failure of characters or setting, but of design.

With very important changes, which I don't think would have been that earthshaking for them to have implemented, Hawke's adventures in Kirkwall could have been an amazing game and a very engaging RPG.

#207
Sylvius the Mad

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MerinTB wrote...

They railroad my character, however, into doing things that I don't want them doing or saying, and we have a problem.

The devs seem to think they can somehow avoid doing that while maintaining a voiced protagonist.  If they can, I'm eager to see it.

But I'm not optimistic.  They've had three tries at this, and they've failed to give the player meaningful control in any of them.

#208
Lynata

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Sylvius the Mad wrote...
That's completely beside the point.

That seems to depend entirely on the perspective. If one were to be as appalled by a voiced player character as you are then yes, of course this seems much more important than a lack of opportunities to deviate from the predefined main arcs in ways that I'd deem more fitting for my character.

But that you make such a big difference between the game automatically triggering something or the game presenting you with a single "option" does not seem very logical to me, as in both cases the end result is the same. A "choice" implies a selection of options, this is not the case in the example I have given. Unless you do want to suggest that complete and permanent inactivity is an option, too, but as I said this is something open to Hawke as well. Both "solutions" would be equally stupid.

Whilst I realize and partially sympathize with your hopes and preferences on the basis that it'd be rather easy to "fix", I maintain that it is not so different than many other limitations placed upon the players, so it doesn't need to get blown out of proportions. That said, perhaps it is because I am not negatively affected (in fact, quite the contrary) that I cannot fully grasp the extent to which it seems to bother you, and as such any further debate is futile due to the inherent nature of both our positions on the issue. *shrug*

Modifié par Lynata, 01 mars 2012 - 11:36 .


#209
Heimdall

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JasonPogo wrote...

 I just don't get this new attiude that  main character must be voice acted.  In an RPG like DA i feel the main character has to be silent.  I mean we are makeing our own Hawke.  Yet when you voice them they are not ours anymore they are whatever the voice actor made them.  I don't know i guess i am just a butthurt oldschool gamer but I feel that the voiced protaganist has a place. Just not in these kinds of games.  A good game is more important then a cool markating image.

I don't get the "must" part, either.  In truth, I'm not entirely opposed to a voiced protagonist, because, if carefully done, the character still feels much like it is my character and that character feels much more involved in the world than a static silent protagonist.  I call DA2 a partial success for me in that regard since the character Bioware and the voice actor were making was similar to what I was aiming for anyway.  Though that was happenstance.  It can be done, but not easily and only with many options.  I've reached the point where I can enjoy both voiced and unvoiced in my RPG.

#210
Leon481

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Sylvius the Mad wrote...

MerinTB wrote...

They railroad my character, however, into doing things that I don't want them doing or saying, and we have a problem.

The devs seem to think they can somehow avoid doing that while maintaining a voiced protagonist.  If they can, I'm eager to see it.

But I'm not optimistic.  They've had three tries at this, and they've failed to give the player meaningful control in any of them.


They can. The personality system could have worked very well for this, but they half assed it. The character was "in personality" for some scenes but not others and there was a very large disconnect in those moments. They need to go further and build story events around the personality we choose for our character, not reset to their default for set scenes just because it's easier. They could also give us more various choices on what to say and even give us choices of how to make our character act or react. This way they can railroad the story all they want, but the character will still be ours.

Modifié par Leon481, 01 mars 2012 - 11:44 .


#211
Sylvius the Mad

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Lynata wrote...

But that you make such a big difference between the game automatically triggering something or the game presenting you with a single "option" does not seem very logical to me, as in both cases the end result is the same.

That's not the case at all.  In DA2's case, the character acts, surprising the player, and the player then needs to redo a bunch of reasoning to figure out how to maintain the coherence of his character, assuming that's even possible without reloading.

.In DAO's case, the player knows what it is he is choosing, so he can work out exactly what his character's state-of-mind is in advance and thus be ready to interpret the consequences of those actions.

DA2 constantly catches the play off-guard with Hawke's words and actions.  The player cannot choose any option within the game and have any confidence at all that Hawke will behave in a way that is consistent with the player's design for Hawke, nor with Hawke's motives for any previous actions.  Literally every single dialogue option in DA2 is potentially character-breaking, regardless of what the player chooses.  As is every cutscene in which Hawke takes any action at all.

DAO's dialogue options can only break the Warden if the player chooses a character-breaking option.  If all of the options are character-breaking, then that's a problem, but at least then the player knows what's going on and can either revise his character or start again with a different Warden.

And by voicing the protagonist, the range of options available to the player are dramatically limited.  In DA2, there are, for example, 5 dialoue options available.  Each is voiced in a specific way, so there are 5 total things Hawke can do in that moment.  Even ignoring that the player has no idea what those 5 options actually entail until after he has chosen them, there are 5 options.

But in DAO, presenting the player with 5 dialogue options does not limit him to 5 specific actions.  Each dialogue option can be delivered in whatever way the player deems appropriate.  As such, the number of distinct actions available to the player is in fact 5*n, where n is the number of ways in which the player can imagine any PC delivering each line.

A "choice" implies a selection of options, this is not the case in the example I have given.

Ignoring the concept of implication, to which I take considerable exception, you're ignoring the player's ignorance of what the DA2 options actually are.

The difference isn't that DAO offers many options but DA2 offers only one.  The difference is that DAO might offer only one option, but DA2 offers none at all.

1 > 0

#212
philippe willaume

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Sylvius the Mad wrote...

MerinTB wrote...

They railroad my character, however, into doing things that I don't want them doing or saying, and we have a problem.

The devs seem to think they can somehow avoid doing that while maintaining a voiced protagonist.  If they can, I'm eager to see it.

But I'm not optimistic.  They've had three tries at this, and they've failed to give the player meaningful control in any of them.


I think this is feasible
Either as Leon481 mentioned or by have deeper converstion trees so that conversation result is not evaluated on 3 options but the sum dialogue 1 leading to dialog 2 leading to dialog 3.
Or a combination of both

#213
Heimdall

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Leon481 wrote...

Sylvius the Mad wrote...

MerinTB wrote...

They railroad my character, however, into doing things that I don't want them doing or saying, and we have a problem.

The devs seem to think they can somehow avoid doing that while maintaining a voiced protagonist.  If they can, I'm eager to see it.

But I'm not optimistic.  They've had three tries at this, and they've failed to give the player meaningful control in any of them.


They can. The personality system could have worked very well for this, but they half assed it. The character was "in personality" for some scenes but not others and there was a very large disconnect in those moments. They need to go further and build story events around the personality we choose for our character, not reset to their default for set scenes just because it's easier. They could also give us more various choices on what to say and even give us choices of how to make our character act or react. This way they can railroad the story all they want, but the character will still be ours.

I actually don't like the personality system.  My characters don't always react the same way.  They may be sarcastic in some circumstances, but the personality system forces them to be sarcastic in even serious circumstances where they would sober up.  I like the concept by I don't like my character being hijacked.  :pinched:

#214
Sylvius the Mad

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philippe willaume wrote...

I think this is feasible
Either as Leon481 mentioned or by have deeper converstion trees so that conversation result is not evaluated on 3 options but the sum dialogue 1 leading to dialog 2 leading to dialog 3.
Or a combination of both

But they still wouldn't know why we'd chosen that path.  We could be nice to someone because we like them, or because we value politeness, or because we're being watched by someone who think's we're nice, or because we need him to think we're nice so we can kill his boss or rob his family or any number of nasty things.

What we do doesn't matter as much as why we do it, and BioWare can't ever know why we do things.

#215
Morroian

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Leon481 wrote...

@MerinTB

Exactly. That's why I'm more of a fan of brainstorming ways they can give us more choices while in the confines of their narrative. More choices to determine who our character is. More paths to follow in the story. More ways to resolve situations.

I firmly believe that there are ways they can keep going in the directon they are heading and still give us roleplaying freedom. It doesn't have to be either/or as some of the people on this board seem to believe.

Whilst I like DA2 I agree that this should be what Bioware should aim for.

#216
philippe willaume

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Sylvius the Mad wrote...

philippe willaume wrote...

I think this is feasible
Either as Leon481 mentioned or by have deeper converstion trees so that conversation result is not evaluated on 3 options but the sum dialogue 1 leading to dialog 2 leading to dialog 3.
Or a combination of both

But they still wouldn't know why we'd chosen that path.  We could be nice to someone because we like them, or because we value politeness, or because we're being watched by someone who think's we're nice, or because we need him to think we're nice so we can kill his boss or rob his family or any number of nasty things.

What we do doesn't matter as much as why we do it, and BioWare can't ever know why we do things.


Hello
I am not sure the game need to be aware of our intent. In your example the purpose or the reason as to why we are pleasant to this NPC  does not impact the actual effect we want to obtain from the conversation itself.
 
IE we want the guy to like use. if the game let us kill the boss, pillage his house or just be nice to the dude.
phil

#217
YohkoOhno

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Your not in total control of the player.

In many cases, we assume a role. We should consider that we have some meta-control over the personality but not total control. I see playing games like Dragon Age 2 and Mass Effect and The Witcher as controling fate. I control the fate of the story by making critical choices, but I don't control the actual character. Instead of controlling what my character thinks, I either try to assume the role of the persona I am presented with, or I choose a fate for my character by chosing the possibilities I want to see--I choose Paragon for ME because I want to see what a heroic character will do, not because I have any illusions of control.

If people understand this method, I think they will be happier with the games.

#218
Leon481

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Lord Aesir wrote...

Leon481 wrote...

Sylvius the Mad wrote...

MerinTB wrote...

They railroad my character, however, into doing things that I don't want them doing or saying, and we have a problem.

The devs seem to think they can somehow avoid doing that while maintaining a voiced protagonist.  If they can, I'm eager to see it.

But I'm not optimistic.  They've had three tries at this, and they've failed to give the player meaningful control in any of them.


They can. The personality system could have worked very well for this, but they half assed it. The character was "in personality" for some scenes but not others and there was a very large disconnect in those moments. They need to go further and build story events around the personality we choose for our character, not reset to their default for set scenes just because it's easier. They could also give us more various choices on what to say and even give us choices of how to make our character act or react. This way they can railroad the story all they want, but the character will still be ours.

I actually don't like the personality system.  My characters don't always react the same way.  They may be sarcastic in some circumstances, but the personality system forces them to be sarcastic in even serious circumstances where they would sober up.  I like the concept by I don't like my character being hijacked.  :pinched:


That's a fair point. In my ideal scenario, the personality system would leave the actual choices in your hands, but effect delivery of lines and how other characters react to you as a whole. That obviously wasn't the case in DA2.

#219
philippe willaume

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YohkoOhno wrote...

Your not in total control of the player.

In many cases, we assume a role. We should consider that we have some meta-control over the personality but not total control. I see playing games like Dragon Age 2 and Mass Effect and The Witcher as controling fate. I control the fate of the story by making critical choices, but I don't control the actual character. Instead of controlling what my character thinks, I either try to assume the role of the persona I am presented with, or I choose a fate for my character by chosing the possibilities I want to see--I choose Paragon for ME because I want to see what a heroic character will do, not because I have any illusions of control.

If people understand this method, I think they will be happier with the games.

I would say that we are in total control of the player,I would assume that most of us know what they are doing most of the time .Posted ImagePosted Image

I think this is execaly what the conversion is all about the meta control over the personality of the character.
IE in ME you can chose the paragon/renegade option, it is not imposed upon you and it has a different result.
it is really not that clear in DA:2
philippe

#220
Estherra Drack

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MerinTB wrote...

Can I just interject here -

being able to role-play your character and make decisions for your character != absolute freedom to do whatever you want

If you table top play a game of, let's say, Dark Crusade (Warhammer 40K RPG), you cannot ever become a Jedi nor can you ever join the Avengers. There are limits on what you can do, based on game rules and setting. But you can still decide that your character is trying to stop following Chaos or will spare the life of a Space Marine for some reason.

To say that there are constraints on your "freedom to do whatever you want" is a sophistic argument.

And it's a strawman.

May I also add -

Player character having certain conditions preset, certain situations mandated to happen != player has no choices

You have created a false dichotomy by pointing out, let's just say, that DA:O "forces" you to be a Grey Warden at some point and "forces" you to stop the Blight, and therefore DA:O railroads. These are certain prerequisites of the setting/story of the game.

To call this railroading is a gross misunderstanding of what that means and what a role-playing campaign IS.

For one, railroading is where the guy running the game forces you to keep solving problems, head in directions, or make decisions in a certain way where the decisions are not necessitated by story, setting, rules -
like, say, presenting a promiscuous lying pirate women as an NPC and TELLING you that you instantly befriend her and have agreed to work for her, and when you finally confront the two sides of a conflic you are FORCED to fight both sides.

A computer game will have a limited set of resources available to the player when the players starts the game. Unlimited options will not be available.

Nor are they available in almost any realistic table top RPG game, either.

See, the person running the campaign has picked a game (say D&D 3.5), setting (say, Eberron), and story (say working for the Silver Flame to adventure into the Mournland.) You COULD argue that the DM is railroading the players into not allowing them to work FOR the Lord of Blades, or start on Krynn, or play members of the Teen Titans, or begin at 20th level...

or you could stop arguing with logical fallacies. <_<


I want to play on Darksun as Optimus Prime with a Green Lantern ring fighting against an evil Guyver unit. Also make the Borg a companion race or like my sidekick.

/lol

Modifié par Estherra Drack, 02 mars 2012 - 12:27 .


#221
Yrkoon

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Sylvius the Mad wrote...

Lynata wrote...

Of course this would basically mean no progress in the game at all, but it's the same as the suggestion above about simply choosing not to stop the Blight or gather any armies.

I didn't claiom you could choose not to stop the Blight or gather armies.  I claimed that you weren't forced to do it.  I claimed that if you did it, it was because you chose to do so.

I am not claiming that in order for something to be a player choice there must have been another available alternative.  I'm saying that the player needs to be the one who makes the decision, even if the decision is pre-decided.

Not to mention that  Lynata's claim is flat out wrong, anyway.   You can  make immense progress in DA:O  without gatherng a single army or stopping the blight.  You can complete about 80% of the game, in fact.   After leaving Lothering, the player can wander the world, doing tons of miscellanious stuff, some of it, major.  You can do  Andraste's ashes quest  (for example).  You can  explore Denerim and its back allies.  You can clear out the Bracilian forest.  You can go to Orzammar and take out the Carta,  Become a Proving champion, and traverse  the entirety of the game's deep roads.  You can do  the majority of the    Circle/Chantry/Blackstone Irregulars/thieves/Slim Couldry quests.  You can save Redcliffe.  You can do the majority of your companions personal quests.  You can do  all 3 main-game-based DLCs to completion

All before gathering a single army.


Now, lets compare that with  DA2.    Can you even get past the friggin tutorial without  your Hawke being  forced to say something that you didn't choose for him to say?  NOPE.

Modifié par Yrkoon, 02 mars 2012 - 01:17 .


#222
Pasquale1234

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YohkoOhno wrote...

Your not in total control of the player.

In many cases, we assume a role. We should consider that we have some meta-control over the personality but not total control. I see playing games like Dragon Age 2 and Mass Effect and The Witcher as controling fate. I control the fate of the story by making critical choices, but I don't control the actual character. Instead of controlling what my character thinks, I either try to assume the role of the persona I am presented with, or I choose a fate for my character by chosing the possibilities I want to see--I choose Paragon for ME because I want to see what a heroic character will do, not because I have any illusions of control.

If people understand this method, I think they will be happier with the games.


Yes, you are playing a role - the role of the director of an interactive movie.

As the director, you choose the tone of the PC's dialogue, and then sit back and watch the PC deliver the line associated with that tone, complete with whatever facial expressions and body language that have been designed for it.

Contrast that with the Warden - who had an infinite number of responses available (the printed responses could be embellished to suit the specific Warden being played), and they could be delivered with whatever sorts of inflections and gestures the player imagines for the Warden.

I understand that some players prefer to watch and listen to Hawke act out the storyline.  From my perspective, it is a different genre altogether - not really a role-playing game, but a game with role-playing elements.

#223
LinksOcarina

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Sylvius the Mad wrote...


DA2 constantly catches the play off-guard with Hawke's words and actions.  The player cannot choose any option within the game and have any confidence at all that Hawke will behave in a way that is consistent with the player's design for Hawke, nor with Hawke's motives for any previous actions.  Literally every single dialogue option in DA2 is potentially character-breaking, regardless of what the player chooses.  As is every cutscene in which Hawke takes any action at all.

DAO's dialogue options can only break the Warden if the player chooses a character-breaking option.  If all of the options are character-breaking, then that's a problem, but at least then the player knows what's going on and can either revise his character or start again with a different Warden.

And by voicing the protagonist, the range of options available to the player are dramatically limited.  In DA2, there are, for example, 5 dialoue options available.  Each is voiced in a specific way, so there are 5 total things Hawke can do in that moment.  Even ignoring that the player has no idea what those 5 options actually entail until after he has chosen them, there are 5 options.


 I have to disagree. One of the problems with the first Mass Effect was we didn't know intent of what was saying in the wheel, unless if it was color-coded by the text in some form. But a pattern is typically seen in Dragon Age 2 with questions and responses, top option is usually diplomatic, bottom option agressive. They also color-coded the wheel to reflect the response with both image and color, and even slanted the tone of dialogue to reflect the base personalities when picking neutral options or going through the cut-scenes. 

That is important to note, tone. One of the issues you seem to have is this narrow view of intent of the player vs the intent of the game. The tone of what is said is pretty much what you are looking for, the only thing out of your hands is what is said in the end, but not how it's said. The thing is, there shouldn't be a difference between them because the tone of what you say or do is just as important as the words that come out of ones mouth.

For example, if the options for a silent protagonist say "I am sorry for your loss." vs. "I don't care.", how would you interperet the tone of them to the NPC? Mostly its spelled out for you, the former is nicer and the latter is more to the point and cold, so it asesses the tone of what is said by the choice of words in sentence. Now if you have a voiced protagonist and it just says "[console the grieving]" or "shape up!" as two options, the difference is they won't do what you say, but the implication is that they would be something your character would do, in character, because of the tone and context of how they say it, for your character to say.

So to this end, it is unlikely someone would be surprised by the options given. If you are referring to the five or six choices given to what is specifically said, then yeah, you are right there is no way of predicting what is said after the fact. But character breaking? That is just wrong because the context clues given to you are hints on what you would choose to say, so the players intent of option is not by the specifics of words, but rather the specific tone given, something that games with silent protagonists do when they spell it out for people to begin with.

#224
Sylvius the Mad

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LinksOcarina wrote...

 I have to disagree. One of the problems with the first Mass Effect was we didn't know intent of what was saying in the wheel, unless if it was color-coded by the text in some form. But a pattern is typically seen in Dragon Age 2 with questions and responses, top option is usually diplomatic, bottom option agressive. They also color-coded the wheel to reflect the response with both image and color, and even slanted the tone of dialogue to reflect the base personalities when picking neutral options or going through the cut-scenes. 

That is important to note, tone. One of the issues you seem to have is this narrow view of intent of the player vs the intent of the game. The tone of what is said is pretty much what you are looking for, the only thing out of your hands is what is said in the end, but not how it's said. The thing is, there shouldn't be a difference between them because the tone of what you say or do is just as important as the words that come out of ones mouth.

The tone icons don't provide anywhere near enough information.  If I choose Aggressive, toward what or whom will Hawke be aggressive?  That's never clear, and having to guess is completely unacceptable.

Moreover, even being limited to those three tones is unacceptable, particularly when the substance of the lines differs.  I want more tones than the voiced protagonist offers.  I want to deliver each line as I choose, not as the game chooses.

As for the paraphrase, it's made even worse by the voiceover.  When a slaver asked my Hawke, "Can I go now?", the options were "Yes" (with a decision icon, so no tone) or "No" (with an attack icon, so presumably Hawke would kill the slaver).  I had no dispute with the slaver, so I wanted to let him go.  I chose "Yes", and heard Hawke sneer disdainfully "Get out of my sight."

What?  Why is Hawke letting the slaver go if Hawke hates the slaver?  If Hawke hates the slaver (and my Hawke didn't, but if I know my Hawke needs to do so I can design him differently) he should kill the slaver.  Letting the slaver go while displaying obvious hatred for him is character-breaking.

So to this end, it is unlikely someone would be surprised by the options given.

It happened to me repeatedly thrjoughout the game.  Literally dozens of times in the first two acts (I never could get through Act III) Hawke delivered a line in a way that made me wish I'd chosen a different line.

#225
Morroian

Morroian
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Pasquale1234 wrote...

Yes, you are playing a role - the role of the director of an interactive movie.

 
More a combination of director and observer and as such you identify with the character just like you would in a first person role playing game.

Pasquale1234 wrote...

Contrast that with the Warden - who had an infinite number of responses available (the printed responses could be embellished to suit the specific Warden being played), and they could be delivered with whatever sorts of inflections and gestures the player imagines for the Warden.

 
Its not infinite but thats an old argument that I know there's disagreement over.

Pasquale1234 wrote...

I understand that some players prefer to watch and listen to Hawke act out the storyline.  From my perspective, it is a different genre altogether - not really a role-playing game, but a game with role-playing elements.

Third person role playing, its still role playing because you're identifying with the character.