I want to stress that my proposal requires no – zero, zilch, nada, 0 – changes to the story, plot, or even decision trees in dialogues, unless BioWare wants to do that of their own accord. I will not ask for any. This is strictly ‘cosmetic’, and in order to not affect those already happy with the level of autodialogue they get, these changes could be introduced in a “classic RPG” dialogue setting – there're different levels already anyway!
If you like these suggestions, please show your support by adding a comment…it'll give visibility.
There's a compiled list of suggestions at the bottom of this post, but first a little background:
I'd like to propose that BioWare include some dialogue enhancements in the Extended Cut. I think it would be relatively easy (inasmuch as anything about game development is) for a big gain with the roleplaying enthusiasts. I'd even go so far as to promise that the community could make a list of the various places where such changes, if that would make things easier.
There are two main categories of changes:
1. More dialogue wheel. There're already three levels of dialogue interaction, so adding a classic RPG/Story mode would work fine (or modifying an existing one, but that's not optimal). Ideally, I'd be able to select an option for each individual discussion segment or question, but just adding some would go a long way. There are some pretty long autodialogues that would definitely benefit from breaks.
I want to be really clear here: if there's a question to Shepard and the dialogue wheel pops up with just a single option instead of autodialoguing it, I'd love it. I just want to click on it. I mean it's better if there are actually multiple options, but even that's not necessary. I'm completely, 100%, serious. OK, I’m not entirely serious…but having multiple options that produce the same line of dialogue is fine, as the player still gets to ascribe tone to it via the dialogue option.
No additional voice acting required, because the lines are all there. You'd just break them up. In some cases additional dialogue lines can be added by strictly reusing old lines, requiring no new ones (but this is not strictly necessary). Also, the people who are happier with fewer choices are unaffected as they can just use the existing modes. In many cases, if it seems that multiple slightly different options could work, they can map to the same spoken line (or existing lines can be reused).
2. Additional responses. In many cases in ME3, Shepard's roleplayability (and replayability) would benefit from an additional answer style (many of the dialogue wheels we do get even only have a Paragon/Renegade, no Neutral option). Again, there wouldn't be a need to add anything to the decision trees, it could just be mapping different statements to the same outcomes.
This is obviously more intensive, since it may require additional voice acting in some cases where existing or cut VA lines (from ME/ME2/ME3) can't be reused, but maybe it could be done along with the other possible VA work that will go into the Extended Cut and/or other DLC?
As an example, I and many others felt that many of Shepard's statements in ME3 were too Earth-centric. For some Shepards, it's out of character to be so gung ho about Earth rather than the entire galactic community. For others it's completely in character, and that's perfectly fine.
So, a good option would be to add additional dialogue options with a little more neutral statement: instead of the various ”we must save Earth because it's the home of humanity”-style statements, Shepard could say “we must concentrate on Earth because the Reapers are concentrating their forces there” or that it'd somehow be especially bad strategically for Earth to fall. Something more militarily oriented. Again, this would not need to affect gameplay in any way: it could be mapped to be the exact same, reaction-wise and for paragon/renegade, as if you'd argued using the pro-Earth statement. The important effect is the player's feeling of ownership over the character.
Please keep any plot-changing discussion elsewhere
This thread has a general potential for spoilers even though attempt is made to be as inspecific as possible while still accurately pointing to the dialogue. You've been warned.
SPOILERS MAY EXIST IN THIS POST BELOW HERE, even though I try to keep them as vague as possible. Warning if you
absolutely don't want to risk it.
Divided into breaks and additions, listed in a somewhat chronological order (mainly differentiating between Priority missions only because the other order may vary, unless it's something that seems specific to a mission), grouped by location or person.
Dialogue Wheel/Break
- Vancouver
- Add a dialogue wheel with a couple different wordings for “I'll return” (may all end up the same VA dialogue
line). - Vega: wheels for the “we're leaving” and “without help, war is over” (see also Additional).
- Add a dialogue wheel with a couple different wordings for “I'll return” (may all end up the same VA dialogue
- Mars
- Mission
- Kaidan: add a wheel to either "OK" or to ask why about the radio (should be obvious to Shepard)
- Shortwave: wheel on the answer.
- Hologram: wheels for “what do you want”, “I've seen your solution”, “improved?”, and reason for keeping/abandoning base.
- Vega: add wheel to either dress him down or not.
- Debrief
- Liara: wheel for using “major Alenko” or “Kaidan”
- Liara: wheel for “will it get worse?”
- Liara: wheel for “worth trying?” – needs a less confrontational option. (Can reuse lines)
- Mission
- Normandy
- Priority: Palaven
- Cortez: Wheel for “shuttle pilot AND procurer?”
- Vega: Response wheel to how the council went, and the follow-up question.
- Vega: Response wheel to service records.
- Vega dance: Paragon to blaming oneself.
- Vega: Wheel for letting Lola go.
- Adams: Wheel for “what're you doing here” and for asking Adams' opinion.
- Traynor: Wheel for just to see how she was doing. The toothbrush response may seem a little harsh, maybe an “I see” wheel?
- Post-Palaven
- Priority: Palaven
- EDI (AI Core): wheels for asking if EDI is around, whether she's still in the ship, whether she's going somewhere, and to not worry about the crew being wary. I think the latter three could be put in an investigate style wheel.
- EDI: response wheel for whether Shepard will answer questions (maybe yes/ask me later)
- Traynor: to “was it bad?”, response wheel for either talking about whether it was bad, or asking about EDI.
- Garrus: alternate response wheel to relating, w/o kid or about Victus.
- EDI: wheel for Krogan breeding and related questions.
- Traynor: wheel/investigate option for asking how she's doing and how the systems are doing
- Eve: wheels for the responses to her.
- Javik: Wheels for talk about prothean ability to read thing, and for evolution. Also for Liara. And about
victory.
- Javik: wheels for having something in common, and about Javik's reasons.
- When speaking with Eng. Adams about plans, allow to explicitly agree (or disagree also, possibly).
- Kaidan: wheel on statements about “strength in camaraderie” and on “good to have you back”.
- Initial visit.
- Bailey: about Eclipse, should first have to trigger the conversation manually, and secondly not just say “it's classified” automatically
- Bailey: wheel to whether offence taken about escorting nobs, also wheel for goodbye options.
- Allers: add wheel to ask why Normandy, or just agree.
- Council: Add a wheel to just accept the council not being able to help rather than insistently argue about
Earth. (See also Additional.) - Udina: Add wheel to pick responses to “are they blind” and “playing politician in war” (See also Additional)
- Khalisa, reporter: At Bailey's office, wheel to either say “maybe later” or just close the door on her.
- Thane (Huerta): one or two initial wheels for the questions in the start, and for asking about his son.
- After Palaven, Sur'Kesh
- Kaidan (Huerta): the conversation could be broken by one or two wheels, and there should be a direct answer to
whether things are OK after Mars.
- Kaidan (Huerta): the conversation could be broken by one or two wheels, and there should be a direct answer to
- Cerberus
- Discussion with council needs two wheels for the responses without.
- (Timeframe needs to be determined)
- Add wheels to prompts/questions when speaking to Joker in Purgatory.
- Din Korlack, both for the entry (just a reused “stop!”, maybe?), and for the conversation.
- Garrus at the shuttle cars: add a wheel at the docks and one or two in the sequence topside.
- Cortez, wheel when the Turian ship is first mentioned, and then again when he mentions the wall.
- Cortez at the Wall: add wheel for the first comfort statement (maybe needs additional?)
- Discussing the departing Balak with officer Noles needs a wheel for Shepard's lines.
- Javik, wheel on the response to query about races sharing power.
- Miranda's holomessage: one wheel before the question about her father, and two for the responses after that. And one for the departing line. (See also Additional.)
- Jacob: wheel on Crucible progress, on the family information, and on the name question.
- Turians
- Victus replies needs at least 3-4 dialogue wheels or ren/para breaks.
- Debrief: needs 1 wheel for Hackett, and 2 for the Primarch.
- Debrief: wheel for response to Wrex.
- Bomb
- Debrief: Garrus needs a wheel.
- Debrief: Hackett needs 2 wheels.
- Debrief: Wrex/Victus needs response wheels.
- Shroud
- Debrief: Responses about sleeping to Garrus need a decision wheel.
- Post-mission
- Salarian: wheel for first response.
- Wheel for choice between situation on the ground and asking about the primarch.
- Wheel for getting the tower vs. investigate.
- Garrus: wheel for asking about Victus (along with maybe another greeting thing, how've you been etc.)
- Joker: wheel for responding “can this wait” vs. “go ahead”
- Vega: wheel for how the summit will work and how easy it is or isn't.
- Victus: two wheels for going off-planet, and the summit.
- Victus: maybe persuasion for rallying his support.
- Garrus: wheels for whether it's possible to win w/o Victus, and giving it the best shot.
- Victus: wheel for “need Krogans” to go with default, or indicate you might know “someone” if Wrex is alive.
- Debrief
- Wheel for issues being old, and making the case for the krogans.
- Debrief
- Mordin: open a wheel one or two responses earlier when asking about the timeframe.
- Victus: pressuring on the turian ship should have additional wheel.
- Wrex: wheel for response about “female ideas”
- Jacob: introducing to the doctor: wheel to ask about ex-ness right away.
- Jacob: wheel to ask about wound when he's going upstairs.
- Upstairs: interject immediately when Brynn mentions refugees.
- Jacob, med-bay: wheel on both questions about roof.
- Brynn: wheel to whether pro/anti Cerberus existence is strange.
- Upon returning dowstairs, wheels for inquiry about chances, and for Jacob's opinion.
- Post-mission: wheel on question about joining.
- Initial meeting
- Add a “WTF?!” interjection upon being informed of the new development (could also be P/R trigger? See also Additional.)
- Geth Dreadnaught Debriefing
- Needs several wheels for responses and questions if Shepard is upset.
- Geth Server (and Debrief)
- wheel for responding OK to enter.
- wheel right at the start for response in debriefing.
- Koris (and Debrief)
- Saving: wheel on “we've got to go”
- Saving Debrief: wheel on first and last statements.
- Geth Base
- Add response wheels for initial conversation with Legion.
- Big Fight: wheels for “pull over” and Normandy's weaponry.
- After Geth Base on the Cliff
- Wheel for “Do We Deserve Death?
- Charm/Paragon option to rally needs one or two wheels.
- Response to property question needs a wheel.
- Mission
- Wheel to ask about whether trying to kill or save. (The answer can be same.)
- There should be a wheel in the response before the paragon interrupt, in the end sequence.
- Debriefing w/ Asari Ambassador
- Wheel to ask about the Catalyst.
- Normandy
- When Liara demands to go, add wheel with “OK”, “Are you sure”, and maybe a “You shouldn't” (but the result is
always the same).
- When Liara demands to go, add wheel with “OK”, “Are you sure”, and maybe a “You shouldn't” (but the result is
- Thessia
- Kurin says they're leaving needs a wheel or interrupt to tell them no.
- The holoball sequence could maybe use one or two response wheels.
- Debriefing
- Tali: add wheel on the response about doubts.
- Sanctuary
- H. Lawson: add a wheel for both responses.
- Miranda: add wheels for the “I understand”, “can stop running”, “thanks”, and “what's next?”
- Debriefing
- Add wheel to select whether intel was or was not worth it. (Same result either way.)
- Pre-mission
- EDI: Wheel for either asking for reason, or saying OK right away. (Same result.)
- Mission
- VI: Wheel for querying about Catalyst.
- Pre-mission
- Mission
- Reaper: add active prompt to ask for Normandy's targeting.
Additional Dialogue Options
- Vancouver
- Vega: Maybe slightly less confrontational and more explanatory lines for reason for leaving.
- Mars
- After crash, yell if the affected are OK (especially LI if any), they say yes.
- Tuchanka
- If you've concealed a secret until the last minute, option to say you're
sorry, but you couldn't risk discussing it in front of the others. - Earlier decision points about the secret, also show the neutral option
“wait until you can speak privately”.
- If you've concealed a secret until the last minute, option to say you're
- Post-mission, speaking to Hackett after Salarian: ask about Udina. (No effect).
- Citadel
- Council: Alternative arguments for the council to help instead of just “But it's Earth!”. “Reapers are concentrated, we should concentrate too”.
- Udina: Add more options to the initial “are they blind” and “playing politician in war” comments after the council
visit. Some Shepards would understand. - Hit on Joker in jest in Purgatory.
- Upon speaking to Kaidan, mention that he also had his gun…
- Miranda's holomessage could use some variant answers. Should be able to reuse lines at least for the farewell.
- Palaven
- Debrief
- Summit: Genophage: convince by pointing out that Wrex is a special case (no effect, just additional)
- Debrief
- Quarians
- Additional questions in the vein of “WhoTF thought this was a good idea?” in the initial meetup.
Changes
- 4/27 Citadel.
- 4/22 Post-Sur'Kesh.
- 4/22 Post-Palaven.
- 4/21 Palaven.
- 4/18 Pre-Palaven.
- 4/16 A couple post-Tuchanka Citadel/Normandy.
- 4/15 Tuchanka.
- 4/13 Citadel (initial)
- 4/13 Mars.
- 4/13 Cerberus, Earth.
- 4/12 Horizon.
- 4/12 Thessia.
- 4/12 Monastery, Asari Ambassador, Cortez, Vancouver.
- 4/10 Spoiler cleanup, Rannoch additions, Cortez.
- 4/9 A few Citadel, Normandy, and Quarian additions, cleanup.
- 4/8 Initial.
Modifié par lillitheris, 20 juin 2012 - 08:36 .





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