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Bioware, please, don't do Protagonist Autodialogs in Dragon Age 3


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#576
bEVEsthda

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Sylvianus wrote...
...But, I must admit, that for those who are playing as themself, It migh be more difficult for them to accept this system.


I would be very surprised if anyone was playing the character "as themselves". Image IPB  ...Not impossible, perhaps.

But oneself, or a role, doesn't matter. It's the same. So the difficulties you see for us are the same.

Modifié par bEVEsthda, 04 avril 2012 - 08:37 .


#577
Guest_sjpelkessjpeler_*

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David Gaider wrote...

brushyourteeth wrote...
Since you're interested in our opinions Mr. Gaider, I'd like to point out the "charming" option as a real issue. Usually, I didn't find it charming at all, but rude and egotistical, or completely inappropriate for the moment (as in a certain tragic event during the prologue, for example).


I agree, though it's a toss-up whether the problem is with the name of the tone (and thus the expectation from that) or the consistency of the tone itself. A little of column A and a little of column B, I suspect.



I also loved the idea of the friendship/rivalry system, although I found it limiting in that I couldn't always express affection or dislike for a companion when I wanted to.


I commented earlier on the issue with the current system, and I'd say your issue is an outgrowth of this. I know some people seem to favor the idea of adding more vectors to the relationship, trying to chart it along several different paths, but I'd resist making the system more complex. Complexity, particularly in something which is abstracted out of necessity (as a relationship must be), isn't better... just as simplicity doesn't mean the relationship its abstracted must be simple. So long as it's something that can be easily understood by both the writers and the users, and is consistent in its implementation, I'd be happy.


This is what I meant kind of before. This is also an answer to my question. The system will not be made more complex ergo your own imput will not increase very much in comparison from DA2 to DA3.

Modifié par sjpelkessjpeler, 04 avril 2012 - 08:57 .


#578
slashthedragon

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bEVEsthda wrote...

Sylvianus wrote...
...But, I must admit, that for those who are playing as themself, It migh be more difficult for them to accept this system.


I would be very surprised if anyone was playing the character "as themselves". Image IPB  ...Not impossible, perhaps.


Any time I play a RPG the first time (that offers customization) I play as myself.  Meaning, my first PC will look like me, as close as possible.  Any choices I make would be ones I would choose if faced with the situations in real life.  I would romance whatever LI I liked the best.
Subsequent play throughs would have me making up all different kinds of PCs.
Also, my PC sounding British?  Immersion breaker :(

Modifié par slashthedragon, 04 avril 2012 - 08:30 .


#579
Sylvianus

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slashthedragon wrote...

Sylvianus wrote...

BobSmith101 wrote...

Sylvianus wrote...
I answered and gave my opinion, my point of view about this issue. And you really need to read your posts, because, while you are saying be fine with that, you imply also that players who like the voiced protagonist aren't concerned by roleplay. This isn't true, we may have different perceptions, opinions, but I care as much as you about roleplay and I just wanted to show you that basically, it is the same thing even if DAO had more variables. I have no issues with the voiced protagonist if the game offers me enough to role play. Yes role play.

And yes, I like the voiced protagonist, but it isn't just because I " like watching movies. "



Well it's more about the paraphrasing, but it's essentially correct

Roleplaying in the old school definition is about becoming the character. You probably know what you are going to say before you say it ? Therefore you can't become a character in a paraphrase system.
You can still direct a character, so if you have no interest in viewing yourself as the character , it won't matter a great deal what the character says as long as you know the direction of the conversation.

Fortunately, the old school definitions , the old school labels about what is an rpg, or what is role play I do not respect them. :D

Role play, isn't only about viewing in myself as the character, or becoming the character . It is also about to be able to create your own character, what you decided that your pc would be. That's also role play. When you go to the rpg forums, you see that they create their characters and don't play them as themself. What I do with Bioware's games. It's also called role play.

So, With the paraphrase system, if it is worked, I can know what my character is going to say, even If I don't know exactly each words, that's enough for me. The rest is in my head; This is really a minor issue for me and that doesn't prevent me to imagine my own character. I find that the wheel is really worked in M3. The sentences are really close to what meant the paraphrase. Never I was surprised.

 If you role play a character you imagined whether he is silent or voiced, full line or paraphrase, what the game offers never fits exactly to what you would have chosen or said or imagined for him. In DAO, how many times, what I picked was only the closest to what I wanted to say for my character ? This is the same, The pc gives a sentence that you only expected, but that's it. it is only approximate, so it does not change much. You  must adapt to what the game gives you and the rest is in your head. ( When I have written a fanfiction with my warden, telling his story, I never chose the same sentences proposed by DAO  )

But, I must admit, that for those who are playing as themself, It migh be more difficult for them to accept this system.


There is something fundamentally wrong with the paraphrase, as people here have admitted to reloading a game several times because what came out of the PC's mouth was unexpected.


No, there was something fundamentally wrong with DA2's wheel.
Because it was a real mess. Yes, I agree. Like you, I complained about that.

#580
slashthedragon

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Sylvianus wrote...

No, there was something fundamentally wrong with DA2's wheel.[/b] Because it was a real mess. Yes, I agree. Like you, I complained about that.


Point.
Do you think they will actually fix it? 

#581
Cultist

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They already said the dialogue wheel is here to stay(((((

#582
Sylvianus

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slashthedragon wrote...

Sylvianus wrote...

No, there was something fundamentally wrong with DA2's wheel.[/b] Because it was a real mess. Yes, I agree. Like you, I complained about that.


Point.
Do you think they will actually fix it? 

Yes I do, because they need to convince all those who are screaming for full sentence, they need to show that it can work too with paraphrase.  If they won't give you what you want exactly, ( silent protagonist, full sentence ) they will do everything they can  to fix your biggest reasons to complain

#583
David Gaider

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Sylvianus wrote...
Yes I do, because they need to convince all those who are screaming for full sentence, they need to show that it can work too with paraphrase.  If they won't give you what you want exactly, ( silent protagonist, full sentence ) they will do everything they can  to fix your biggest reasons to complain


To a point, perhaps. There is a point where trying to address an issue with half-measures which will ultimately never be satisfying to those who refuse to accept the very premise of what you're doing can be counter-productive, but this does not mean we won't look at options.

I explained my issue with full sentences earlier in this thread, so I won't repeat them. I do notice, however, that anyone who references what I said tends to refute the premise-- as opposed to trying to understand what I'm saying and offer a compromise-- which is pretty telling. I suppose, from their perspective, we're doing the same thing... but we really can't help that, as we're the ones making the game. So, yeah.

#584
Sylvianus

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David Gaider wrote...

Sylvianus wrote...
Yes I do, because they need to convince all those who are screaming for full sentence, they need to show that it can work too with paraphrase.  If they won't give you what you want exactly, ( silent protagonist, full sentence ) they will do everything they can  to fix your biggest reasons to complain


To a point, perhaps. There is a point where trying to address an issue with half-measures which will ultimately never be satisfying to those who refuse to accept the very premise of what you're doing can be counter-productive, but this does not mean we won't look at options.


I explained my issue with full sentences earlier in this thread, so I won't repeat them. I do notice, however, that anyone who references what I said tends to refute the premise-- as opposed to trying to understand what I'm saying and offer a compromise-- which is pretty telling. I suppose, from their perspective, we're doing the same thing... but we really can't help that, as we're the ones making the game. So, yeah.

what I meant is that I think you're ready to make every effort to ensure your decision, your choice, and your path is convincing at best even if it wasn't what wanted those people. The best way to silence critics. For example with a wheel ( paraphrase ) really worked close to what tell the PC. 

There will be always people who will be saying, " but it is better with full sentence ", but at least that could convince some other folks that it isn't that much terrible even if they would prefer something else.

I take also as an example the multiplayer. People complained about it, hated it. But when they saw the result, many people changed their minds. " They were like, oooh, finally, it's good, etc. "

Personally, I am sure it is possible to convince a lot of people.

But I strongly agree with all what you said and especially what you noticed. I noticed the same thing. XD
So,  yeah, to a point. :lol:

Modifié par Sylvianus, 04 avril 2012 - 09:12 .


#585
bEVEsthda

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David. mildly OT. Just mentioning:

It's possible to modulate/distort a voice (like for instance in a recorded, voice acted dialog), to a completely different voice. There are a number of software that can do this.

I don't know how zots- feasible it is. I assume there might be patent issues if you make the software yourself, or licence fees if you purchase a solution. But I believe there actually is one game that has a feature like this. EVE online. But while I have played that game, I never tried that feature, so I can't say much about it.

It's something for customization. Worth it or not, I don't know. For me personally, honestly probably not. Depends on how disturbing the actor's voice is (and how worthwhile the game is otherwise), I suppose.

Modifié par bEVEsthda, 04 avril 2012 - 09:17 .


#586
Sylvius the Mad

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[quote]David Gaider wrote...

I like the dominant tone as well, though it's interesting reading some of the comments about how it could be improved. I get that some people just don't want it at all-- or anything even similar-- and while I respect their opinion, removing the system entirely just isn't going to happen.[/quote]
Then we need some sort of indication of what the dominant tone is right now.  Maybe change the icon to reflect the dominant tone, rather than using the ambiguous choice arrow.

If I want my character to be polite, I need to know whether any given option will involve my character being polite.[/quote]

#587
Sylvius the Mad

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David Gaider wrote...

There will be a wheel interface and voiced protaganist, of that I have little doubt.

Can you put the wheel at the edge of the screen so that there will be more space for the options?  With the wheel in the middle of the screen, the maximum length of the options is simply too short to contain enough information.

#588
brushyourteeth

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I'd voice act for free if it meant Bioware could put the money elsewhere.

Just saying. :)

#589
Maria Caliban

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I think Deus Ex has the best compromise between full text and dialogue wheel I've seen.

The wheel itself is a one word description of what the intent of that option is while there's full text to the side.

Image IPB

Image IPB

Modifié par Maria Caliban, 04 avril 2012 - 09:56 .


#590
TEWR

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Maria Caliban wrote...

I think Deus Ex has the best compromise between full text and dialogue wheel I've seen.

The wheel itself is a one word description of what the intent of that option is while there's full text to the side.

*snip*


This general idea has been suggested many times before and it's something I'd love to have happen, but I doubt it's going to happen.

Though DE seems to have more of a dialogue diamond.

#591
Sylvius the Mad

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David Gaider wrote...

I explained my issue with full sentences earlier in this thread, so I won't repeat them.

I understand that displaying every word simply isn't possible where you're going to have back and forth exchanges.  But including the full line whenever possible would be acceptable, wouldn't it?  If the full text fits on the screen, use it.  If the full text includes mutliple sentences amidst interjections from others, then obviously you can't display it all, and then you'd need to rely on some sort of paraphrase (given your other apparently intractable positions).

But wherever you don't need to paraphrase, don't paraphrase.  Always give the player as much information as possible.

#592
bEVEsthda

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Maria Caliban wrote...

I think Deus Ex has the best compromise between full text and dialogue wheel I've seen.

The wheel itself is a one word description of what the intent of that option is while there's full text to the side.


I think the message was they're not going to do it this way either.

#593
David Gaider

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Maria Caliban wrote...
I think Deus Ex has the best compromise between full text and dialogue wheel I've seen.

The wheel itself is a one word description of what the intent of that option is while there's full text to the side.


My experience with Deus Ex is that it was quite inconsistent with its dialogue wheel-- no doubt because they encountered issues with that execution style on their own, I'm not really sure. So showing that screenshot is a bit misleading, I think.

Regardless, something in that vein is indeed a possibility. There are issues with it, however-- one being that you wouldn't want reading the full text to be required in order to understand what you were going to do... so is a one-word description enough? There are also the issues with full text that I mentioned earlier, which don't go away, so there's the possibility that we're substituting one set of problems with another... in addition to not really providing the solution to people which some think this implementation would solve.

Even so, we're looking into it.

Modifié par David Gaider, 04 avril 2012 - 10:02 .


#594
Sylvius the Mad

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David Gaider wrote...

As I said earlier, that's not the plan for DA-- whatsoever. The only auto-dialog we tend to do is either a continuation of something you just picked (so you select an option and there's a back-and-forth exchange that results) or the dominant tone-based line that results from selecting an action choice (which I wouldn't really consider auto-dialog, but considering you have less control over the resulting line than in tone choices I imagine many would). That was the level in DA2, and while we might end up changing how it works in the future at the very least we would be using this as the base from which to work-- not ME3.

Legacy had auto-dialogue.  There were exchanges between Hawke and his companions where the player had no input at all.

That was also ambient dialogue, but it was auto-dialogue.

#595
Sylvius the Mad

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David Gaider wrote...

There are issues with it, however-- one being that you wouldn't want reading the full text to be required in order to understand what you were going to do...

I would argue that the full text (with action descriptions) is always required in order to understand what your character is going to do.

#596
Merci357

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David Gaider wrote...

My experience with Deus Ex is that it was quite inconsistent with its dialogue wheel-- no doubt because they encountered issues with that execution style on their own, I'm not really sure. So showing that screenshot is a bit misleading, I think.

Regardless, something in that vein is indeed a possibility. There are issues with it, however-- one being that you wouldn't want reading the full text to be required in order to understand what you were going to do... so is a one-word description enough?


In my view the one word approach is as good as any paraphrase, since all it does is offering the intend behind Adams answer. Paraphrasing isn't any better in delivering the intend of the chosen line, and sometimes even far more misleading.

Now don't get me wrong, I don't require to know the line the PC would say in advance - I enjoyed Alpha Protocol a lot. But in my view DE:HR offered the best compromise between a voiced PC (which I prefer) and control over said PC.

#597
slashthedragon

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David Gaider wrote...
Regardless, something in that vein is indeed a possibility. There are issues with it, however-- one being that you wouldn't want reading the full text to be required in order to understand what you were going to do...


Wait, what?
Wouldn't want to read the full text?
Are the younger generations suddenly adverse to reading even a few extra words?
If so, I weep for the future.

Modifié par slashthedragon, 04 avril 2012 - 10:18 .


#598
Maria Caliban

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David Gaider wrote...

Maria Caliban wrote...
I think Deus Ex has the best compromise between full text and dialogue wheel I've seen.

The wheel itself is a one word description of what the intent of that option is while there's full text to the side.


My experience with Deus Ex is that it was quite inconsistent with its dialogue wheel-- no doubt because they encountered issues with that execution style on their own, I'm not really sure. So showing that screenshot is a bit misleading, I think.

It wasn't my intent to mislead. I just wanted to give a visual example of what I thought was a nice compromise. I didn't notice the inconsistencies, but much of the time I didn't read the full text.

Regardless, something in that vein is indeed a possibility. There are issues with it, however-- one being that you wouldn't want reading the full text to be required in order to understand what you were going to do... so is a one-word description enough?

I always found the one word description to be enough. I'm not Sylvius. What matters to me is the PC's intent when they say something, not what they end up saying. Options like [Placate], [Demand], [Change Subject], [Flirt], or [Inquire] are even better than paraphrases for me.

But I know that others feel differently.

There are also the issues with full text that I mentioned earlier, which don't go away, so there's the possibility that we're substituting one set of problems with another... in addition to not really providing the solution to people which some think this implementation would solve.

True.

Even so, we're looking into it.

I'll stop worrying then.

Modifié par Maria Caliban, 04 avril 2012 - 10:28 .


#599
upsettingshorts

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slashthedragon wrote...
Wait, what?
Wouldn't want to read the full text?
Are the younger generations suddenly adverse to reading even a few extra words?
If so, I weep for the future.


I swear to God every time I read this crap I lose a year off of my life.

#600
slashthedragon

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Upsettingshorts wrote...

slashthedragon wrote...
Wait, what?
Wouldn't want to read the full text?
Are the younger generations suddenly adverse to reading even a few extra words?
If so, I weep for the future.


I swear to God every time I read this crap I lose a year off of my life.


May I ask why?
If I truly insulted you I would like to apologize.