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Dialogue Wheel with a Text Box Support Thread


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#1
Eternal Phoenix

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The dialogue wheel consists of a paraphrase system where your character sometimes ends up saying something you didn't expect him/her to say. Long story short, many people want to know the exact words that their character is going to say and the dialogue wheel can sometimes be misleading. The solution? The dialogue wheel doesn't need to be scrapped and it's not going to be but can there not be a text box full of the EXACT words our character is going to say that pops up when we highlight our option on the dialogue wheel? Deus Ex did it:

Image IPB 

Now the way I see it, Bioware made it an option to toggle helmets on and off in DA2 and it was optional. Surely they can make these text boxes at least optional in the menu so those who want to see the exact words their character is going to say can do and those who don't care can continue with the system that was in DA2 and the ME series.

I support such a feature.

#2
Kaiser Arian XVII

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It was my Idea ... It's now plagiarism!
kidding...

I support this.

#3
Atakuma

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This is really the best solution.

#4
Inquisitor Recon

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But Adaaaaaam, of course I trust you son, and it's not that I'm afraid to give you the text box, it's that... honestly... I'm afraid you'll take it the wrong way.

#5
Guest_Obi-Wan Old Ben Kenobi_*

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ReconTeam wrote...

But Adaaaaaam, of course I trust you son, and it's not that I'm afraid to give you the text box, it's that... honestly... I'm afraid you'll take it the wrong way.

Hehe.

#6
Eternal Phoenix

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Jesus Christ Adaaaaaaaaaaaaaaaaaaaaaaaaaaaaam!

#7
Inquisitor Recon

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Elton John is dead wrote...
Jesus Christ Adaaaaaaaaaaaaaaaaaaaaaaaaaaaaam!


But Adaaaaaaaaaaaaam! Megan behullllleved in you!

#8
Guest_Begemotka_*

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Yes,yes,and again,yes. Actually,not only the wheel / txt box,but the entire dialogue system ruled supreme in that game.

#9
C9316

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I never asked for this. lol jk I approve :3

#10
Maria Caliban

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Atakuma wrote...

This is really the best solution.

Indeed.

#11
DeadPoolX

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Although I'm fine with the dialogue wheel as it is now, I'm fully in favor of adding this option. DX:HR had the perfect solution to this issue and there's really no reason (that I can think of, anyway) to not have it in DA3.

#12
Maria Caliban

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DeadPoolMK wrote...

Although I'm fine with the dialogue wheel as it is now, I'm fully in favor of adding this option. DX:HR had the perfect solution to this issue and there's really no reason (that I can think of, anyway) to not have it in DA3.

Mike Laidlaw doesn't like to see the text and then hear it from the PC.


Mike Laidlaw wrote...

I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.



#13
eroeru

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"Yes,yes,and again,yes." Again, only yes.

Yes.

Though I'd much rather a different contraption from the wheel thingy. ;)

#14
Guest_Begemotka_*

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eroeru wrote...

"Yes,yes,and again,yes." Again, only yes.

Yes.

Though I'd much rather a different contraption from the wheel thingy. ;)


Lol.Maybe a rectangular thingy?:o  
Jesting,only jesting.

#15
Night Dreams

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It is hard to say that this isn't the best route. It can possibly make everyone happy.

You could still have the tone of what you are about to say on top, then if you're really picky a short few words to sum up with what you're about to say like they did in DA2, then when you hover over it, the few words turn into the text box.

Personally what I would really appreciate seeing is a more dynamic dialogue system, rather than just the three same tones over and over again, ie, good, sarcastic and aggressive.

#16
Guest_Begemotka_*

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Maria Caliban wrote...

DeadPoolMK wrote...

Although I'm fine with the dialogue wheel as it is now, I'm fully in favor of adding this option. DX:HR had the perfect solution to this issue and there's really no reason (that I can think of, anyway) to not have it in DA3.

Mike Laidlaw doesn't like to see the text and then hear it from the PC.


Mike Laidlaw wrote...

I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.



In which case,I am hoping that he would not be opposed to the idea of OPTIONAL text crutches,as that is what we are trying to tell them by referencing DXHR. Options,options,Bioware.

#17
Cantina

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I think Mike’s view is one-sided, no offense to him. I in particular
rather see what I am going to say word for word without having to be surprised
by it. I really did not like it in DA2 where I was taken completely off guard especially
in romances. I would have a situation where I could say “I’ll be here for you”
and it comes out “I love you.” Then when I got the option to say, “I love you”
it came out with “I never felt this way about anyone.” It was highly frustrating.


In my experience what Mike is really saying is, “It takes
more work and more time to place word for word of what is going to be said.”
Since Dragon Age 2 was obviously rushed, it does make sense. Look I understand
Mike’s personal preference but that is just it, that is his personal
preference. His preference can work well in other areas of the game. However,
when you have fans who repeatedly state they do not care for this your personal
preference no longer matters.

I prefer the old dialogue box in Origins; it was simple,
clean and understandable. All they needed to do was place an icon or highlight
which dialogue would come out what. The dialogue wheel in Dragon Age 2 was idiotic
and sloppy.

 
As for the Ops option, I do not agree with that direction
either. If you’re going to take the time to add a pop up box of what is
actually going to be said, why don’t you use that time and write out exactly
what the player is going to say. All it does is create clutter and add more
work when it can be done in a simple matter.

 
It will be interesting to say the least of what they are
going to do with the dialogue box in Dragon Age 3; gosh, I hope it is better
and not so damn confusing.

Modifié par Cantina, 20 avril 2012 - 12:16 .


#18
MILK FOR THE KHORNE FLAKES

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HUMAN REVOLUTIONS HAD IT'S PROBLEMS, BUT THE DIALOGUE SYSTEM WAS NOT ONE OF THEM.

#19
PinkShoes

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Yes! Because its stupid when you say pick "Yes" and then they give a whoel speach. also we should pick EVERYTHING they say! I HATED that Hawke would just say whatever teh hell she wanted just because i use one tone more than the others. I felt so disconnected.

#20
Zexiv

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I completely agree with the notion that I want to know what is going to be said. I don't want to lose immersion in the game when I hear the vocalization saying something that I don't think fit with what I'd intended to say or what I thought I was going to say upon hearing it. Seeing the full text in the selection would prevent that.

Something I brought up in another thread is I also don't want to know the outcome of the conversation before selecting it. This also is losing the immersion aspect in that I'm not looking at my choices to see what I think best fits I'm looking at the icon to see which will give the result I want.

The way it was in DA2 the icon meant more than text and voice selection since the two often seemed disjointed. My ideal preference would be to have the full text displayed with the option to turn the icons off. That way I'd get back the need to think about how the actions I'm taking will impact the conversation rather than having the icon provide that for me before saying anything.

Part of the game in DA:O when playing it at first was reading the choices and then trying to interpret how the person your conversing with will react to those choices. This was more involving than selecting the hostile, diplomatic, etc icon since I felt like the interpretation was already being given to you.

Take it easy

Modifié par Zexiv, 20 avril 2012 - 05:12 .


#21
Sidney

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Why do you care exactly what you say? I'm not concerned with what I say as much as how I say it. The problem with wheel or the wall of text is that you get good, bad, indifferent. How that comes out isn't my concern. If you want to help the villagers in Redcliffe does it matter what exactly you say other than "Yes"? It isn't like I want to say what is written in the wall of text anymore than I want to say exactly what the voiced character says.

What I want is a second level of the dialog. I want to be able to say yes but also decide WHY I'm saying yes. I'm not an idiot, I was going to help Redcliffe but screw the dirty peasants I wanted the loyalty of their powerful liege. The help them answers never gave me that sort of option.

#22
Zexiv

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Sidney wrote...

Why do you care exactly what you say?


Because when I read the option and expect to say something along those lines and hear something different it detracts from the game you end up meta gaming going why did it do that or that's not what I wanted to say it detracts from the role play aspect.

Sidney wrote...
What I want is a second level of the dialog. I want to be able to say yes but also decide WHY I'm saying yes. I'm not an idiot, I was going to help Redcliffe but screw the dirty peasants I wanted the loyalty of their powerful liege. The help them answers never gave me that sort of option.


I have nothing against having more dialog options or longer conversations when not choosing the smash face option.  The dialog with Waylon is a bit like what you're talking about where you can have a longer conversation trying to extract as much information as possible.  In DA:O when you're initially in Orzammar having more dialog options when trying to decide who to back would have been nice.  There are several more questions when trying to figure out what faction to back politically that aren't really displayed initially.  You could argue that it's meant to help convey a certain level of confusion an outsider would have when being placed in the situation with two sides that are pressing for your backing.

In DA2 there seems to be the diplomatic, the hostile, or friendly option for the majority of the conversations

Take it easy

Modifié par Zexiv, 20 avril 2012 - 05:47 .


#23
Sabriana

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Maria Caliban wrote...

DeadPoolMK wrote...

Although I'm fine with the dialogue wheel as it is now, I'm fully in favor of adding this option. DX:HR had the perfect solution to this issue and there's really no reason (that I can think of, anyway) to not have it in DA3.

Mike Laidlaw doesn't like to see the text and then hear it from the PC.


Mike Laidlaw wrote...

I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.


*gets depressed all over again*

Honestly, that paraphrasing wheel was one of the biggest turn-offs for me in DA2.

Aside from "telling" me that mages and templars are absolutely hating each other, and that mages are hunted down with zeal, and "showing" me that my mage-Hawke could be magey with gusto all over the place. Even right in front of high ranking templars.

#24
Sidney

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Zexiv wrote...

Sidney wrote...

Why do you care exactly what you say?


Because when I read the option and expect to say something along those lines and hear something different it detracts from the game you end up meta gaming going why did it do that or that's not what I wanted to say it detracts from the role play aspect.


You always metagame. You do wheel or not. Again, the writers do not say what you want to say. I mean it is almost impossible they ever actually would. You are picking something that comes out of your mouth but that selection isn't what you want to say.  Consequently if your character picks the "I want to help" option how they phrase their desire to help rather in text or speech isn't you one way or the other.

#25
Zexiv

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Sidney wrote...

You always metagame. You do wheel or not. Again, the writers do not say what you want to say. I mean it is almost impossible they ever actually would. You are picking something that comes out of your mouth but that selection isn't what you want to say.  Consequently if your character picks the "I want to help" option how they phrase their desire to help rather in text or speech isn't you one way or the other.


You're right but  when you select I want to help and get something like "It is my duty to aid you and your breathern so we will aid in the protection Redcliff from the Drarkspawn invasion"...  When in your head you're thinking "We want to help you" or "WE WILL FIGHT!" it snaps you away from the game.

Even though the dialog choices aren't your own, and how could they be, at least when you know what's going to be said it won't be something that catches you off gaurd or something that you think is out of charecter when you hear it.  If you thought it was out of charecter when you read it you'd not choose it.

Take it easy

Modifié par Zexiv, 20 avril 2012 - 07:18 .