the_one_54321 wrote...
"What color is my sweater?"
Nice try.
Playing dumb doesn't really suit a logical being such as yourself.
the_one_54321 wrote...
"What color is my sweater?"
Nice try.
I also think that the other elements are very important to enjoying the game. But action is a deal breaker. The line must be drawn here. This far, no further.hoorayforicecream wrote...
I may not be role-playing at that point, but I don't consider the role-playing quality to be the entire game so much as a single (large) component among several. I also don't play strategy games to only strategize, I don't play action games only for action, and I don't play fighting games only to fight.
Your analogy was incompatible with the subject matter. Whether or not someone likes a color is unrelated to explaining what the color is.Mr Fixit wrote...
Playing dumb doesn't really suit a logical being such as yourself.the_one_54321 wrote...
"What color is my sweater?"
Nice try.
the_one_54321 wrote...
Your analogy was incompatible with the subject matter. Whether or not someone likes a color is unrelated to explaining what the color is.Mr Fixit wrote...
Playing dumb doesn't really suit a logical being such as yourself.the_one_54321 wrote...
"What color is my sweater?"
Nice try.
Sylvius the Mad wrote...
But those are immaterial. They make no difference. As they have no in-game effect, they are effectively UI elements.hoorayforicecream wrote...
Both your character and your companion characters have battle cries and hit reactions that you cannot control. They also have randomly-selected reactions to certain stimuli that you have no control of, such as clicking a target, or telling them to move to a location. You cannot choose not to draw weapons when encountering hostile enemies.
Whereas, the facial expressions in DA2's cutscenes appear to offer important context that's necessary to interpret upcoming paraphrases properly.
If I don't accept that Hawke is sad, for example, I won't understand the relationship between the dialogue options and their associated paraphrases and tone icons.
Are you suggesting that I somehow lack the capacity to undersatnd your gameplay? That your gameplay is beyond me?
I didn't ask how to enjoy the games - that would be particular to each player, as each player enjoys different aspects of any given game. No, I asked how to roleplay in them. You insist that roleplaying is somehow possible within these games. I want to know how you do it.
You cannot create empathy, or recreate the experience in the person hearing the explanation. But you can explain the emotions, and the technicalities of the concept quite easily. If you understand them well enough to do so.Mr Fixit wrote...
Can you explain what a father is to someone who's never had one? You would say yes. I would say no. If you can't understand that, I'm sorry.the_one_54321 wrote...
Your analogy was incompatible with the subject matter. Whether or not someone likes a color is unrelated to explaining what the color is.Mr Fixit wrote...
Playing dumb doesn't really suit a logical being such as yourself.the_one_54321 wrote...
"What color is my sweater?"
Nice try.
the_one_54321 wrote...
You cannot create empathy, or recreate the experience in the person hearing the explanation. But you can explain the emotions, and the technicalities of the concept quite easily. If you understand them well enough to do so.
Modifié par bEVEsthda, 27 mars 2012 - 08:38 .
Had you already decided Hawke was sad, and thus what the game showed you was consistent with your design, or did you retcon sadness into your character once the game told you he was?hoorayforicecream wrote...
It's a question of what you can accept. Maybe you don't accept that Hawke is sad. I do, and I'm fine with it. Immersion not broken for me.
Particularly since it isn't real.the_one_54321 wrote...
You cannot create empathy
Sylvius the Mad wrote...
How do you propose a game could immerse the player without granting the player access to the PC's mind? How can the player be immersed in his character if he doesn't know his character?
Modifié par Lilacs, 27 mars 2012 - 10:10 .
Sylvius the Mad wrote...
Had you already decided Hawke was sad, and thus what the game showed you was consistent with your design, or did you retcon sadness into your character once the game told you he was?hoorayforicecream wrote...
It's a question of what you can accept. Maybe you don't accept that Hawke is sad. I do, and I'm fine with it. Immersion not broken for me.
If the former, then you're potentially playing the game just like I am, but you happened to be playing a character who was relevantly similar to the character BioWare expected you to play.
If the latter, how do you reconcile this sadness with Hawke's previous decisions which were made when you were unaware of Hawke's feelings?
Well said! They really need to do a complete 180 and bring back origins with a new story, it doesnt even have to be about the wardens. Or even better, just give us a NWN3 haha. but don't change anything!Tesclo wrote...
http://www.shacknews...r-opportunities
This is a complete joke. No we obviously do not want a Dragon Age 2 expansion. To be honest, I don't even think many would buy DLC. We do NOT want more of the same. Bioware, we wan't the "spiritual successor" to Baulder's Gate. It's that simple. We want what was promised to us in Dragon Age: Origins. This is so simple to grasp, yet you refuse to give the paying customers what they want. Give us back Origins. You have your FPS in Mass Effect. This series was supposed to be for us. And there IS a market for it. People still play RPGs.
I can't believe I actually have to even write this. Go back to your roots Bioware.
If you understand how you feel, then you can explain that feeling to someone. If you understand the biology of becoming a father, you can explain that concept to someone. It's not that hard, so long as you have an adequate understanding.Mr Fixit wrote...
Explain the emotions? Technicalities of the concept? I have no idea what you're talking about, to be perfectly honest. And I don't mean that as some insult.the_one_54321 wrote...
You cannot create empathy, or recreate the experience in the person hearing the explanation. But you can explain the emotions, and the technicalities of the concept quite easily. If you understand them well enough to do so.
Brain scans have shown that there is an area of the brain wherein there is a direct reproduction of the chemical action in in another person's brain, when the person is participating in a social exchange. In specific, in measuring the responses in individuals, this study identified that when women listen to the problems of others, they automatically stimulate this region of the brain leading to a direct reproduction of the emotional state in the other individual, whereas in men it was observed that a switch to the problem solving region of the brain happened quickly thereafter.Sylvius the Mad wrote...
Particularly since it isn't real.the_one_54321 wrote...
You cannot create empathy
Modifié par the_one_54321, 27 mars 2012 - 09:26 .
Understanding enjoyment has never been the issue.Mr Fixit wrote...
All I'm saying is that someone who's never had a father won't be able to truly comprehend what it means to have one.
In the same vein, all the nanometers in this world won't help a blind person see a color. Yeah, he can understand it from a physics standpoint, but to him it's just a mathematical concept.
In the same same vein, someone who reduces role-playing games to role-playing *only*, won't be able to appreciate how others derive enjoyment from other aspects of them.
Modifié par the_one_54321, 27 mars 2012 - 09:28 .
BobSmith101 wrote...
Adanu wrote...
DA2 was not a flop. Its ridiculous to say it was when clearly they are still going forward.
DA2 sold on two things.
1.Hype
2.The reputation of DA.
Once those two things were proved false sales fell off a cliff. You don't stop trying just because something was a flop. Until the Wii came along Nintendo had failed twice.
the_one_54321 wrote...
Understanding enjoyment has never been the issue.
A technical understanding is all that is necessary. You are attributing value to emotional responses to an actual experience, rather than understanding. That is not a parallel of the topic at hand. Those concepts are not related to the concepts we are discussing.
Modifié par the_one_54321, 27 mars 2012 - 09:36 .
the_one_54321 wrote...
Me: I don't care if youc all it an RPG or not. I use the term X and I want to play X regardless of what anyone wants to call it. I have described X in great detail. That's the kind of game I want to play. I'm not interested in playing any other kind of game for any other reason, so long as it's BioWare making the game.
I will give DA2 credit for this - by introducing an explicitly unrelliable narrator, it gave me tremendous leeway to ignore those aspects of Hawke's behaviour with which I disagreed. Just as I ignore those BG battlecries (because they're irrelevant), any detail of Hawke's delivery of lines or cutscene behaviour which contradicts my character design can be dismissed as Varric's embellishment.hoorayforicecream wrote...
Sylvius the Mad wrote...
Had you already decided Hawke was sad, and thus what the game showed you was consistent with your design, or did you retcon sadness into your character once the game told you he was?hoorayforicecream wrote...
It's a question of what you can accept. Maybe you don't accept that Hawke is sad. I do, and I'm fine with it. Immersion not broken for me.
If the former, then you're potentially playing the game just like I am, but you happened to be playing a character who was relevantly similar to the character BioWare expected you to play.
If the latter, how do you reconcile this sadness with Hawke's previous decisions which were made when you were unaware of Hawke's feelings?
Sometimes the former, sometimes the latter.
For the former, it's like the baldur's gate battlecries. It's immaterial to me, and I don't care.
For the latter, I revise the character concept and see if I can think of a motivation and reasoning for it. If I can't do that, then I reload and pick a different option.
I feel that gaming is a collaborative effort... I have to put in some effort to get enjoyment from the game. Sometimes the amount of effort needed is too high, and I don't enjoy it. Other times it isn't too high, and I do.
Where do you draw the line of relevance between one audible and another?Sylvius the Mad wrote...
(because they're irrelevant)
The characters very existence is dynamic, according to my dictation. I can rewrite his history as a I please, and, as it would with a human should his past experiences in life change, rewriting the characters past experiences changes his current disposition.Sylvius the Mad wrote...
If the latter, how do you reconcile this sadness with Hawke's previous decisions which were made when you were unaware of Hawke's feelings?
Modifié par the_one_54321, 27 mars 2012 - 09:48 .
But what's happening has been misidentified. The brain produces emotional reactions that mimic how the subject would feel if she were in the place of the person she's observing. This causes her to project her own emotions onto the other person and then believe she's actually perceiving emotions.the_one_54321 wrote...
Brain scans have shown that there is an area of the brain wherein there is a direct reproduction of the chemical action in in another person's brain, when the person is participating in a social exchange. In specific, in measuring the responses in individuals, this study identified that when women listen to the problems of others, they automatically stimulate this region of the brain leading to a direct reproduction of the emotional state in the other individual, whereas in men it was observed that a switch to the problem solving region of the brain happened quickly thereafter.Sylvius the Mad wrote...
Particularly since it isn't real.the_one_54321 wrote...
You cannot create empathy
Note; I am not making any claim or point about men or women. This is only to illustrate that the direct physical reproduction of the emotions of another human does exist as a result of social interaction. A region of the brain that accomplishes this has been identified.
Sylvius the Mad wrote...
Unfortunately, this produced large swaths of gameplay in which I had no interest. An NPC would offer a quest in which Hawke had no interest, and thus Hawke didn't do it.
Where they make a difference. In these new BioWare games, the game world reacts to the voiced line, no to the paraphrase. If the world reacted to the paraphrase instead, then the voice would be irrelevant and I wouldn't care that it existed at all.the_one_54321 wrote...
Where do you draw the line of relevance between one audible and another?Sylvius the Mad wrote...
(because they're irrelevant)