David Gaider wrote...
So, here's a good place to bring up a couple of issues-- because you touch on two options which we have discussed and are discussing. It's difficult to convey the meat of those discussions, however, because there's one big misconception I often see on these forums:
Namely that the dialogue options in DA2 were simply the dialogue options in DAO with paraphrases attached. This is not true. Good writing for a silent protaganist is not the same as good writing for a voiced protaganist. Why? Because with a voiced protaganist there is actual acting involved.
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.
This is not to say that there are less options, as that is also a misconception, but the style is certainly different-- and must be.
Insofar as the "thought process" thing goes, I've seen that... and there are several versions of that which are possible-- ranging from the explicit text on pop-up (so explaining exactly what you do or exactly what you intend to say). This, however, also has some weaknesses. One that you still have the length limit on the GUI. A long, rambly line explaining a thought process is not an improvement... it would still need to be short, or you've turned the GUI into a big ol' mess (well-intended or not). You also run into an issue in tone options (present in both DAO and DA2) where the intent of each option is the same even if the tone is not... so do you really want to see three versions of [Explain the plot]? You could say "well don't write it like that", but I'm telling you "that's how we write it and always have"... so it's a potential issue.
There's more to it, though I'm afraid some of it would be hard to explain as it risks sounding kind of arrogant-- we have to make certain assumptions about how "the average player" plays their game, which is not true for everyone even though we have to make something as one-size-fits-all as we can. So I don't want to get into that. Ideally when we reach the point where we have something to show, I'd like to engage the community and get feedback on those options.
Even though, at the end of the day, we'll still need to pick only one. And that may indeed not be one that you personally like. But we exist to enrage, and I do so like to fulfill my raison d'etre. 
I played sarcastic Hawke in Dragon Age 2.
Sarcastic Hawke was very funny and entertaining, but he was never my character.
Certainly DA 2 made a number of choices that pushed me away from Sarcastic Hawke being my character but never knowing what Hawke was going to say and often being surprised by the words Hawke used was the tipping point.
I was role-watching, not role playing.
My solution is relatively pain free, but it does involve the dreaded toggle.
Toggle: Subtitles for future dialogue choices(Y/N)
As long as subtitles are an option all spoken dialogue exists as text.
Not a single extra word need be typed.If the toggle was chosen, right clicking, or middle clicking, or hovering over a paraphrase would bring up the text that the paraphrase leads to in the exact same place the subtitle would go --
no special GUI needed.Players who like the paraphrase get the paraphrase. Players who don't, get to choose what words their character will use.
Win-Win. And a low cost Win-Win to boot.
Yes, I understand dialogue intended to be spoken is written differently than dialogue that is intended to be read -- however I contend that the disconnect of -- "
That's not not the tone I imagined" would be far less than "
My character would never say that."
To me it's the difference between role-playing and role-watching.
Voiced protagonists are here to stay -- they have their strengths.
I contend that there is a viable low-cost system that doesn't alienate those who want to choose their words more carefully that takes nothing away from the paraphrase system.
Alodar
Modifié par Alodar, 03 mai 2012 - 05:03 .