I suppose I'll really have to keep up with the forum now. I had no idea about this informative thread, and it's only three days old! I'll start this off by saying that I
did enjoy the voiced PC and look forward to more in the future. However, the main issues I have are with the dialogue wheel and how it can be
fine tuned so that more people get a greater enjoyment out of it (
more here).
David Gaider wrote...
Dave of Canada wrote...
More non-personality icons would be nice, I felt certain scenes (Leandra scene comes to mind) could've benefitted greatly from angry / happy / sad tones rather than putting it on Diplomatic / Sarcastic and Aggressive.
Funny you mention this, because we were having this discussion just the other day-- identifying that sometimes a "reaction" or an "emotion" is necessary, as opposed to a "tone". Needs to be context-sensitive, but the Leandra scene you mention did come up as an example.
I agree with this 100%! Sometimes when I wanted a serious response, I would pick the red gavel/direct icon and that gave me what I thought was appropriate, especially as a sarcastic Hawke who knows when the situation calls for seriousness. Many times though the only red icon is the fist/aggressive, so I don't want to pick that and was forced to use blue if I want to only be serious for one dialogue responses.
One issue with auto-dialogues is that it takes into account your dominant personality, so if you are sarcastic personality, having a serious conversation about someone who has died or was murdered you sound like a total ass and have no control over it. Unfortunately I can't give a specific example.
I'll add that I thought more NPC response should have been given to your flippant or aggressive remarks. One hilarious/horrifying example was after showing Emeric the bones, the sarcastic response is something about boneless corpses flopping around. Emeric was so pissed! I really felt bad for having said it. Another situation is making a comment to Aveline and she says "I don't think I've asked to be made the butt of your jokes," to which Hawke simply replies "Donnic." It's an amusing scene that revolves around real responses to your tone. Most of the time the NPCs soldier on with their scripted dialogue regardless of what you say or how you say it, which I found unfortunate.
David Gaider wrote...
Let me be frank: there is no solution which will be the catch-all that satisfies everyone. Ideally we could look at some options where the player can set preferences (the dreaded toggle), but that's not going to be an option where we are writing two or three versions of the paraphrase for every single response in the game. That would be mind-boggling. There is a point where we're going to have to pick a route and try to implement it in the best way we can.
Again, this is something that we'll have to eventually show to convey our meaning, but we've some options. They all have their benefits and drawbacks-- and, yes, I agree not everyone is going to like them all equally, but then again y'all are hardly interchangeable.
Why is it "the dreaded toggle"? Using DA2 as an example, let's say that we have a 2-3 versions of the line to go along with the personalities and all the the choices -- there of course is also a more neutral tone I've noticed during the interrogative scenes where you are going through all of the (?) icons -- so there can be up to 9 different spoken line options for any given dialogue sequence. However, there is still an actor there who is
reading the lines. They are written down somewhere. Why can't there be a mouseover bubble? (Btw when I refer to these mouseover bubbles, I envision something similar to the party banter subtitle bubbles you can turn on in the options, which I eventually did so as to not miss anything.)
Is it a technical issue of having the personality option calling the correct text line to go with the right paraphrase? If so, I agree that seems like a lot of steps for a simple line of dialogue, only a portion of which will even be seen by any given player. I do understand the problem of UI crowding and screen real estate though. Having a conversation with someone that is covered by text bubbles doesn't sound great, BUT a mouseover + a delay seems reasonable, since it gives the player control and guards against accidental mouse moving.
David Gaider wrote...
Let's say I have the option where the text pops up after a delay, providing you the full line of what follows. What if the actual meaning of that line is conveyed via emotion or gesture? That's often the case, and indeed we'd like to do that more and not less. You could also be seeing the first line of an exchange, as opposed to getting the gist of the entire exchange from it. So you'd be seeing something that could still not be the improvement you think it is, as the PC's dialogue is not written the same as DAO's was.
A person's physical gesture and facial expression doesn't need to be written out
because we can see them. Hawke had a few

moments which were quite humorous. However, that doesn't really relate to clicking a paraphrase and saying something completely unrelated to the paraphrase, which I think is that main problem people have. I really feel that if everything about DA2's dialogue system was the same: personality, tone, icons, all of it, but people had 100%
assurance of what would come out of Hawke's mouth, even if there weren't happy with all of the options (I wasn't happy with some of DAO's options either, but you [the writers] can't think for everyone), there would not be such negativity about it.
David Gaider wrote...
I'm not certain how well that would work. We could turn off the VO, but not the cinematics involved... so it would result in a weird pantomime (reading the VO via subtitles, I suppose). There's an element that would definitely be missed, considering what we write changes when we know at least part of the meaning is conveyed via the voice acting.
I mentioned this same thing in some other thread. I imagine it would look quite comical, seeing your PC's mouth move and not hear anything, while at the same time enjoying the VO work of all of the NPCs. One thing that people forget when thinking of DAO and remembering how that played with a silent PC is that for the most part conversations were done in first-person perspective, looking over your Warden's shoulder. So there was nothing odd about not seeing your character physically responding to the conversation because of the camera placement. Since DA2 (and I imagine later games) has fully scripted scenes with involved camera work (Fenris pacing comes to mind), it doesn't allow for a fixed camera like DAO had, which helped the silent protagonist immensely.
Modifié par nightscrawl, 23 mars 2012 - 11:03 .