Not having a voice leaves a plethora of options open for interpretation.
Modifié par the_one_54321, 19 avril 2012 - 10:41 .
Modifié par the_one_54321, 19 avril 2012 - 10:41 .
What's specifically wrong with icons is that they demand a set of standard responses. You can ask a player to memorize 10 icons at most wherein they already know several thousand words.Allan Schumacher wrote...
I guess my question is:
What specifically is wrong with them?
With a follow up: Are there any alternatives that you could suggest the provide greater context so that the player doesn't end up doing anything that is grossly unexpected (like suddenly romancing a character
or other aspects like that)?
The word 'attack' is more abstract than a picture of two swords crossing.I
see the icons as being an abstraction of the [Attack] type side notes that would exist along the text lines of CRPGs a decade ago.
Modifié par Allan Schumacher, 19 avril 2012 - 11:37 .
the_one_54321 wrote...
I think that mocking is easy enough. There's a couple of specific examples were mocking was intended by design. And furthermore mocking can be achieved especially well when the person being mocked doesn't realize it.
the_one_54321 wrote...
The going exchange rate for stand-out sarcastic characters is "significant development costs" and "large cuts in content volume."
Yeah, yeah, I know they insist that the volume of dialog is there. But the quantity of lines does not directly extrapolate to the general freedom of character interpretation. There are no more than 3 Hawkes, total. Plus player imagination, between the lines.
Deviija wrote...
I rather have a list of responses to choose from like standard silent protagonist games offer. At least this way my PC is not beholden to a slim set of responses and voice acting and production costs. Several responses may lead to the exact same follow-up discussion lines and outcomes, but at least I am able to have more options to roleplay my character as my own. Motivation, reasoning, and tone of my own mental voice indulgence.
Not trying to turn it into yet another 'voiced vs. silent protag' thread, but it is related. Voiced means more limited responses since they have to be voice acted. And it's expensive. Having a 'Snarky, Diplomatic, Aggressive'/Paragon, Renegade, Neutral spread is what it is. Still limiting. Especially when they're all saying the same general thing, just in different ways. If different intents and reasoning (motivation) in each 'tone' response, then it could help diversify things. But again, some people might want to be aggressively deceptive vs. diplomatically deceptive, or save a party member out of love for them vs. wanting to kill a villain in vengeance and the rescuing the companion part is just a fringe result.
Korusus wrote...
The problem with DA2's icon system is it was 99% of the time an ABC choice of Diplomatic/Sarcastic/Aggressive. That's predictable and boring. And unless you're playing a scizophrenic character, you as a player are likely to always pick the Diplomatic/Sarcastic/Aggressive choice (the same way in Mass Effect you always pick the Paragon/Renegade).
It's the same problem with SWTOR in that if you want to maximize your light/dark points you're always going to select the icon you want, ignoring what line is actually delivered regardless of the paraphrase. SWTOR makes it an option to turn off the alignment gain icons.
I much prefer SWTOR's where you may not always know which option is the best for your character (but SWTOR's implementation of the dialogue wheel is much, much better and smoother than in any other game, and allows you to start over if you feel you made a bad dialogue choice that was not in line with your character)
SWTOR: Voiced protagonist, no tonal icons. The difference being that
most of the paraphrasing in SWTOR is logical and works, whereas the
paraphrasing in DA2 was lazy, misleading, and depended entirely on the
tonal icon for context.
Modifié par Allan Schumacher, 19 avril 2012 - 11:22 .
Modifié par KiddDaBeauty, 19 avril 2012 - 11:39 .
Well, you don't, certainly. Actually, I don't get much more than 2 either, if even that. I usually play roughly the same guy. But for others? Well, it's a plain fact that you can't dictate what they are able to imagine if the game doesn't.In Exile wrote...
So, for example, I don't think you get more than 2 characters in DA:O, full stop, irrespective of the Origins because of how the personalities converge post-Ostagar and how pre-written they are start.
It actually doesn't matter if it's content or not. If a person is able to play, then a person is able to play. If the game is restrictive, then it is restrictive.In Exile wrote...
It's really about whether mental fantasy counts as content.
Maria Caliban wrote...
Allan Schumacher wrote...
With a follow up: Are there any alternatives that you could suggest the provide greater context so that the player doesn't end up doing anything that is grossly unexpected (like suddenly romancing a character or other aspects like that)?
Yes. The Dues Ex system that I posted on the first page.
If the word 'attack' is more abstract then the picture of two swords crossing must be clearer
I see the icons as being an abstraction of the [Attack] type side notes that would exist along the text lines of CRPGs a decade ago.
The word 'attack' is more abstract than a picture of two swords crossing.
I disagree with this. I don't think it's implicit that the game leads people to to continuously pick one of the three options, since I never found myself doing that. Perhaps I'm unique in that regard, but then what is it that is different about how I play and why do others find themselves susceptible to picking one of "the three Hawkes" or always being Paragon/Renegade, or to be all Lightside/Darkside.There are no more than 3 Hawkes
Modifié par Allan Schumacher, 19 avril 2012 - 11:41 .
Keep in mind that I also said "plus player imagination between the lines."Allan Schumacher wrote...
I disagree with this. I don't think it's implicit that the game leads people to to continuously pick one of the three options, since I never found myself doing that.the_one_54321 wrote...
There are no more than 3 Hawkes
KiddDaBeauty wrote...
EDIT: Whoah, I might've been smoking something without knowing, but wasn't the post above Maria Caliban's and not Allan's just before I wrote this post? It's definitely Allan's now. Who's smoking, me or BSN's residential VI? =D
EDIT2: The post disappeared! Witchcraft! To the Circle with you!
Modifié par Allan Schumacher, 19 avril 2012 - 11:44 .
That's okay. Just in the future, remember that with great power comes great responsibility!Allan Schumacher wrote...
Sorry, this is me being completely noob as a I DO have moderator status on this board (I've been posting on ME3's board a lot where I don't have such power), so right beside "Quote" is "Edit" and when responding to Maria I accidentally clicked "Edit" and all sorts of stupid, stupid stuff happened which confused the crap out of me. Lesson learned though (checks to see that it says "Add reply" up at the top. Indeed it does)
Maybe I should stay away.... HAHA. Sorry everyone
the_one_54321 wrote...
Well, you don't, certainly. Actually, I don't get much more than 2 either, if even that. I usually play roughly the same guy. But for others? Well, it's a plain fact that you can't dictate what they are able to imagine if the game doesn't.
In Exile wrote...
It actually doesn't matter if it's content or not. If a person is able to play, then a person is able to play. If the game is restrictive, then it is restrictive.
In Exile wrote...
I object to your use of the word "play". Not to mention that "if the game is restrctive" doesn't make sense. You can use your imagination to literally invent any content or option you want. If imagined content counts, then DA2 has as many options as you can invent happening,
Meris wrote...
So you think that Imagination doesn't count?
In Exile wrote...
Meris wrote...
So you think that Imagination doesn't count?
Of course not. Which I don't mean in a demeaning way. But whatever content people make up in their head isn't content in-game, and I prefer either unrestrained imagination (so I can write, and imagine what I want) or in-game content.
I view imagination in video-games the way many on these forums view so-called casual RPGs as the worst of both worlds.
Meris wrote...
In Exile wrote...
I hate this argument, so so much.
Is it because you fail to comprehend that voice and silence both have their advantages?David Gaider: I think the medium is quickly moving toward being far more cinematic than it was—which is both good and bad, I think. It’s good in that we can show as much as we tell, now. Bad because we suddenly have to show, and less can be left to the imagination … something which, in many ways, we will never be able to compete with. Far be it from me to be a Luddite, however. This is the direction the technology is moving, and hopefully we’ll reach a point where creating the cinematics is inexpensive enough that we can branch out as much as we did when it was primarily text we were working with.
So BioWare is wise enough to understand both the role of Imagination with the silent protagonist, as well as their more practical advantage of being capable of branching more than BioWare currently (or ever) has. They have simply made a option, confident that cinematics and cutscenes are more engaging (and certainly more marketable, wink wink nodge nodge), and Mr. Gaider hopes that one day they'll be able to do Voice without sacrificing content and choice/consequence. But currently they don't and I don't think they ever will - cinematic technology isn't the only part of game development that is evolving and new storytelling techniques unique to non-cinematic heavy games both exist and will be created, and vice versa.
Its two equally viable styles.
http://www.fantasy-m...batich/#respond
Modifié par Meris, 20 avril 2012 - 12:33 .
Korusus wrote...
Like the OP said, instead of using tone as the demarcating choice, use motivation or intent instead (combined with better paraphrasing or w/e)
Allan Schumacher wrote...
I guess my question is:
What specifically is wrong with them? With a follow up: Are there any alternatives that you could suggest the provide greater context so that the player doesn't end up doing anything that is grossly unexpected (like suddenly romancing a character or other aspects like that)?
Allan Schumacher wrote...
Perhaps I'm unique in that regard, but then what is it that is different about how I play and why do others find themselves susceptible to picking one of "the three Hawkes" or always being Paragon/Renegade, or to be all Lightside/Darkside.
Korusus wrote...
I think your desire not to metagame is admirable, but not necessarily a widespread opinion.
Meris wrote...
Korusus wrote...
I think your desire not to metagame is admirable, but not necessarily a widespread opinion.
For the whole act I managed to survive in DA2, I also did not metagame my responses. I'd say that the way DA2 presented dialogue followed the same phylosophy behind the dialogue choices of Origins, which would, in turn, do kind of diminish metagaming greatly.