Sylvius the Mad wrote...
No game with this voice+paraphrase system is even vaguely good.
A normative claim?
Sylvius the Mad wrote...
No game with this voice+paraphrase system is even vaguely good.
I have to agree with this. I played a silent protagonist in Kingdoms of Amalur and Skyrim, both of which are modern games, and they worked.Yrkoon wrote...
jbrand2002uk wrote...
Actually I liked Da2's ambient banter the way it was and I certainly have no desire for the level of control you describe it belongs back in the 1960's along with the beatles and STD's not in the 21st century but thats me
Oh god, not this "it's outdated!" argument again.
I'd suggest that's a (unspecified) goal. If something has impact*, you notice it. BioWare wants the cinematics to be so common that they meld together in your mind with the gameplay.Pasquale1234 wrote...
I also think this heavy use of cinematics takes away from its impact. But that's a topic for a different thread.
Modifié par Maria Caliban, 16 mars 2012 - 05:52 .
If that were their goal, they'd stop using things like depth-of-field effects in their cinematics. Because they don't use those during regular gameplay, so all they do is draw attention to the different state of the game.Maria Caliban wrote...
I'd suggest that's a (unspecified) goal. If something has impact*, you notice it. BioWare wants the cinematics to be so common that they meld together in your mind with the gameplay.
The cinematographic theory course I took at university thinks you're using the word correctly.** I don't have a visual art background and suspect I'm misusing the word composition.
Descriptive. Though, if challenged, my defense of it would rely on normative claims about how roleplaying works. But they would be logically coherent normative claims.Mr Fixit wrote...
A normative claim?Sylvius the Mad wrote...
No game with this voice+paraphrase system is even vaguely good.
jbrand2002uk wrote...
Sylvius the Mad wrote...
I want to lose the conversation interface completely. How NWN handled dialogue was the way to go. Don't change the UI - just drop the dialogue into the text box that's already on the screen. Do not remove the player's camera control.
Cinematic conversations are a bad idea. I'd like all dialogue to be ambient dialogue, and all PC lines should be chosen directly by the player (none of that auto-dialogue like in Legacy).
Actually I liked Da2's ambient banter the way it was and I certainly have no desire for the level of control you describe it belongs back in the 1960's along with the beatles and STD's not in the 21st century but thats me
Modifié par Melca36, 16 mars 2012 - 07:07 .
Maria Caliban wrote...
I'd suggest that's a (unspecified) goal. If something has impact*, you notice it. BioWare wants the cinematics to be so common that they meld together in your mind with the gameplay.
And to some extent, I think they've succeeded for me. For example, when the 'camera' in DA swooped over and up while a group of character's walked for the first time, I noticed it. But there are times in the Gallows where the camera switches to an overhead view in order to frame one of the slave statues in the conversation. I never noticed that until I started taking screenshots and studying the composition** of the shots.
* Semantics, I guess. Impact, to me, implies a splashy, obvious reaction. The first chestburster scene in aliens has an impact as I'm highly aware that it's terrifying me. The use of dim light and faded metal for the interior of the spaceship has an unconscious influence on me while I'm watching.
** I don't have a visual art background and suspect I'm misusing the word composition.
Modifié par koshiee, 16 mars 2012 - 09:54 .
I think they've definitely succeeded at that with me. The cinematic graphics and the 'game' graphics meld into 1 in my mind.Maria Caliban wrote...
I'd suggest that's a (unspecified) goal. If something has impact*, you notice it. BioWare wants the cinematics to be so common that they meld together in your mind with the gameplay.
And to some extent, I think they've succeeded for me. For example, when the 'camera' in DA swooped over and up while a group of character's walked for the first time, I noticed it. But there are times in the Gallows where the camera switches to an overhead view in order to frame one of the slave statues in the conversation. I never noticed that until I started taking screenshots and studying the composition** of the shots.
jbrand2002uk wrote...
Actually Melca I thoroughly enjoy playing a silent protag in KOTOR 1 and 2 and it still has its place what i was referring to was the level of control while player agency and control is a good thing I'm of the belief that there is a tipping point at which a certain amount of control or player agency becomes excessive the whole point of an RPG is that you are playing a "role"
Once you start delving into what your companions wear right down to the underwear to me it ceases being a role playing game.For Example in DA2 I'm playing the role(Singular) of Hawke so therefore what Aveline wears or her motivations are is irrelevant because I'm not playing as Aveline I'm playing as Hawke.
What Sylvius is proposing is full control over even the PC's ambient dialogue which to me borders in to the excessive because once you go down this road where does it end( maybe with Sylvius and others writing to Mr Gaider and telling him the confines on how to write his character).
Modifié par Pasquale1234, 17 mars 2012 - 05:13 .
BS. You're describing a movie here, not an RPG.jbrand2002uk wrote...
RPG's like any other genre have Borders as the Gamer its not our place to decide those Borders or to dictate what those borders are to the writers nor is it our place to dictate the level of player agency or the way in which it is implemented.
Modifié par Yrkoon, 17 mars 2012 - 07:13 .
Therefore, lets give the player less agency so they won't complain as much? Yeah, that makes sense. Terrific argument.jbrand2002uk wrote...
I dont see the point in giving players more agency because they'll never be satisfied no matter how much they get they'll just keep saying I want more again and again.
Modifié par Yrkoon, 17 mars 2012 - 08:30 .
Modifié par The Ethereal Writer Redux, 17 mars 2012 - 08:51 .
Modifié par Realmzmaster, 17 mars 2012 - 09:06 .
Modifié par Yrkoon, 17 mars 2012 - 10:03 .
oh, and we get to choose your last name
Modifié par The Ethereal Writer Redux, 17 mars 2012 - 10:03 .
Correct. There's quite a few things in the player agency department that I didn't like in Origins.The Ethereal Writer Redux wrote...
Ah okay. So you didn't like that Origins did it either then, correct?
What a gamer is in real life has little to no bearing at all on what they may wish to play in a video game. I'm also fine with playing a Human, in part because I am one. I can 'relate', etc. But what I'm not fine with is the fact that I'm *stuck* playing a human. This blatantly obvious lack of player agency typically rears its ugly head on the second playthrough, or on those days when I wish to be an Elf. Or an Orc.DarkAmaranth1966 wrote...
Last I checked everyone who might possibly buy this game was human (otherkin excepted but, still human as far as this forum is concerned) so the pc being human is fine.
Is anyone here arguing this? Nope. MY example simply talked about specific weapon styles. Warriors should be able to use any martial weapon. Period. The fact that Bioware arbitrarily decided that only rogues can use bows in DA2 (and worse, only Dwarven Rogues named Varric can use Crossbows) goes even beyond stripping the player of agency. It flat out conflicts with their *own* game world's lore.Sure Let's make Warriors arches and rogues, might as well give them spells to cast too.
Not to change the subject, but Skyrim does that masterfully, actually. But I certainly wouldn't ask for such a thing from Dragon Age. I'd just ask that they not 'fix' what wasn't broken in the first place. The class system they had in Origins worked, and it worked well. There wasn't, and still isn't, a rational reason given for the utterly retarded stripping of such basic customization choices for the sequel..Why have classes at all, just let the pc have any skills they want.
Indeed. Because that's how it is naturally. When I go out with my buddies on friday night we ususually decide that no talking is allowed until we reach our set destination. I mean, I'd hate to take my mind off the road and have a fatal accident! Right?The best, IMO, would be to have free socialization at set locations only, locations you could leave any time you liked but, could socialize as long as you wanted to stay there. Once out of the safe social zones, you are subject to combat at any time.
Modifié par Yrkoon, 17 mars 2012 - 11:06 .
Yrkoon wrote...
Correct. There's quite a few things in the player agency department that I didn't like in Origins.
Not being able to disassociate myself from Alistair (like you could with almost every other character) was another.
DarkAmaranth1966 wrote...
Okay single player RPG, so yes the computer needs to control the companions (I hated that one scene when I was forced to play Varric in combat).
Last I checked everyone who might possibly buy this game was human (otherkin excepted but, still human as far as this forum is concerned) so the pc being human is fine.
Sure Let's make Warriors arches and rogues, might as well give them spells to cast too. Why have classes at all, just let the pc have any skills they want.
Modifié par The Ethereal Writer Redux, 17 mars 2012 - 11:01 .