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


27 réponses à ce sujet

#26
David Gaider

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 .


#27
David Gaider

David Gaider
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Darth Krytie wrote...
I think David also mentioned there's a character limit they have to work with when using the dialogue wheel.


Yes and no. If we want to cram more information on the GUI, we certainly can-- we can elect to have lines wrap, and even have lines which are longer than can be displayed truncated and displayed fully on mouse-over.

Any line length limits we apply are self-imposed, based on what we think makes for a useable and attractive interface. And both those elements are not to be underestimated-- ideally the amount of information would be set by the user, but that's not always feasible, so GUI designers need to balance a lot of elements.

#28
David Gaider

David Gaider
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wsandista wrote...
Yeah what really confuses me is how they seem to think that if they just tweak the Voiced PC things will get better, when the voiced PC is the problem.


The use of a voiced PC is fundamental to our design. Yes, it comes with disadvantages, but so does a silent PC... and, in our opinion, the silent PC works less well with cinematics... which is also a fundamental part of our design. Seeing as that's the case, we'll embrace the advantages that a voiced PC offers. We'll certainly tweak our approach, and feel free to make suggestions to that effect, but what we won't do is mitigate those advantages by trying to appeal to people for whom the voiced PC is a non-starter.

So if your preference is a silent PC and/or a lack of cinematics, that's fine-- but it's not a conversation that's going to go anywhere. There's really no need for confusion on that front.