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Dialogue wheels - where have they gone?


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#151
iggy4566

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mosesarose wrote...

The devs listened to their fans. I mean seriously, ME1 fans didn't want elevator rides. So we got loading screens. They didn't want the Mako. So we got the hammer head. In ME 2 they didn't want the hammer head so they ditch planet exploration. There's a bunch of things the fans didn't want and BW catered to them the best they can. Fans are the reason somethings are just not right with ME3. So for now own I'm just going to blame the fans for every flaw I noticed.


Even the ending?

#152
Henioo

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mosesarose wrote...

The devs listened to their fans. I mean seriously, ME1 fans didn't want elevator rides. So we got loading screens. They didn't want the Mako. So we got the hammer head. In ME 2 they didn't want the hammer head so they ditch planet exploration. There's a bunch of things the fans didn't want and BW catered to them the best they can. Fans are the reason somethings are just not right with ME3. So for now own I'm just going to blame the fans for every flaw I noticed.


Excuse me, but why don't you have the BIOWARE underneath your avatar? You are clearly working for them.

I myself loved Mako, loved the elevators. Loved space exploration and flying around in the two-hit piece of garbage. Those crappy things were what made the ATMOSPHERE.

Removing something completely because some people didn't like it as much as some other people did is idiotic. Imagine a cashier getting feedback that sometimes he gives incorrect change. Instead of focusing on giving the correct amount, he decided to not give any change at all.

Yeah, that's how stupid it sounds.

Modifié par Henioo, 20 juin 2012 - 04:43 .


#153
shodiswe

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In ME1 we had the Dialogue wheel, in ME2 it got complemented with paragon and renegade interrupts, in ME3 they decided to cut down on both.

I really missed those features at the end with the catalyst, it really would have made a difference, even if the choices at the end remained the same, I would at least have gotten my own personal "response" to the situation.. That would have feelt better.

I expected more from the warassets and storytelling in general for the end mission but what really became too much to stand there and recive was... the catalyst.. monologue.... the few confused shepard lines barely makes it a dialogue, and yet again, there was very little playerinput in that crucial part... the good bye to the reapers... No closure to the reapers, then again, a lot of other thigns lacked closure to some extent aswell.. but it never feelt like I completed the story.
The last reaper kid stole the scene, then I get to limp to my doom?

#154
VinWizzy

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grey_wind wrote...

txgoldrush wrote...

Xydorn wrote...

After playing through a second time it is glaringly apparent that many corners were cut. Probably due to time constraints. Not making excuses for Bioware, just pointing out the obvious.


No, it was an artistic decision to provide a better written Shepard.


A better written version of SOME Shepards. Mostly paragons. The auto-dialogue is laughable for renegades or anybody who plays a morally ambiguous Shep.

This. I hate how renegades are a lot more softer in ME3 and are so buddy buddy with teammates when the player playing probably doesn't like the character or wants then to shut up. I know they focus of this game was the Reaper War but still, Renegades were less Renegade then the last two games. 

#155
Grimwick

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The butchering of the dialogue is what annoys me most about ME3. Even more than the ending which I can at least headcanon.

It should have been a huge warning to me when there's an entire option to remove ALL DIALOGUE CHOICES and ALL DECISIONS from the game.

I mean seriously BW? Seriously???

#156
clarkusdarkus

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and to think theres probably fans who played the game in action mode and removed all dialogue choice. oh my what has mass effect become.

#157
TamiBx

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 I don't think the fans are to be blamed for the lack of dialogue wheels. I mean, that's why they made action mode: you want to play robot Shepard? Play action mode.

At first, I thought I was playing action mode rather than the regular RPG mode, because I only got like 3 dialogue wheels during the prologue, but then I checked and it wasn't. I was so disappointed after that. Shepard didn't do anything in ME1 and ME2 without us picking something; only times Shepard "thought" for herself/himself was when she/he was rephrasing something. :?

#158
clarkusdarkus

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TamiBx wrote...

 I don't think the fans are to be blamed for the lack of dialogue wheels. I mean, that's why they made action mode: you want to play robot Shepard? Play action mode.

At first, I thought I was playing action mode rather than the regular RPG mode, because I only got like 3 dialogue wheels during the prologue, but then I checked and it wasn't. I was so disappointed after that. Shepard didn't do anything in ME1 and ME2 without us picking something; only times Shepard "thought" for herself/himself was when she/he was rephrasing something. :?


It just shows that in ME1/2 we was our shepard, in ME3 we was there shepard regardless of morality or choice consequence. Never at one point in ME3 did i even reflect who i was in ME1/2....knew it wasnt gonna be good when you couldnt even import yourself<_<

#159
FedericoV

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PoliteAssasin wrote...

Txgoldrush is clearly trolling, stop feeding him and carry on. he's trying to get a rise out of you guys, and is doing a successful job so far.

-Polite


QFT.

#160
wright1978

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Grimwick wrote...

The butchering of the dialogue is what annoys me most about ME3. Even more than the ending which I can at least headcanon.

It should have been a huge warning to me when there's an entire option to remove ALL DIALOGUE CHOICES and ALL DECISIONS from the game.

I mean seriously BW? Seriously???


Yeah i did worry when i heard about the modes beforehand. Unfortunately the end result far exceeded my worst fears in terms of butchering of player characterisation via the dialoguewheel..

#161
Code_R

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Just lazy, they figured it worked for DLC characters in ME2 so why waste time making interaction for everything.

#162
xSTONEYx187x

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I wonder why no one from BioWare has explained to us just exactly they thought removing the dialogue wheel was a the right choice. When it was blatantly obvious that it was a horrible, horrible choice and totally reduces the incentive to play multiple playthroughs.

They can't use the "resource" excuse as ME1 and ME 2 had no problems. My bet is on the MP. And dumbing down the game for the slow kids.

#163
4stringwizard

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xSTONEYx187x wrote...

I wonder why no one from BioWare has explained to us just exactly they thought removing the dialogue wheel was a the right choice. When it was blatantly obvious that it was a horrible, horrible choice and totally reduces the incentive to play multiple playthroughs.

They can't use the "resource" excuse as ME1 and ME 2 had no problems. My bet is on the MP. And dumbing down the game for the slow kids.

The excuse I remember hearing was that the galaxy is at war, and Shepard can no longer afford to be "middling" about the Reapers.  

Something stupid like that. 

#164
elitecom

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xSTONEYx187x wrote...

I wonder why no one from BioWare has explained to us just exactly they thought removing the dialogue wheel was a the right choice. When it was blatantly obvious that it was a horrible, horrible choice and totally reduces the incentive to play multiple playthroughs.

They can't use the "resource" excuse as ME1 and ME 2 had no problems. My bet is on the MP. And dumbing down the game for the slow kids.

My thoughts exactly, and it is even more bizzare when you consider how many wanted the neutral choices to matter more than the paragon/renegade choices that have been generally present to the largest degree in both ME1&ME2. So instead of focusing more on the neutral choices Bioware removes them completely.

4stringwizard wrote...
The excuse I remember hearing was that the galaxy is at war, and Shepard can no longer afford to be "middling" about the Reapers.

Something stupid like that.

I think that was the excuse for why didn't need any exploration, but perhaps they used it for both things.

Modifié par elitecom, 20 juin 2012 - 08:42 .


#165
JamieCOTC

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Patrick Weekes on why so much auto-dialogue and the exclusion of neutral option.

autodialog a bit different. Partly to make it easier to do so many scenes, yes...
https://twitter.com/...830019866210304

did you play LotSB? Tried middle ground, using interrupts to take over conversation. Problem: people missed 'em. :(
https://twitter.com/...834018644340736

always after interface that balances player control, ability to make fast, emotional, cinematic scenes. Never perfect. Yet. :)
https://twitter.com/...834845899489280

We're looking at reception. I can see times I wish we'd had another choice -- but also times choices we HAD clunked the scene.
https://twitter.com/...830519156150272

...but also to get more natural dialog. Hard to make impactful, player-involved scene when you pick each line.
https://twitter.com/...830230780973056

#166
MegaSovereign

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txgoldrush wrote...

kavox wrote...

Sacrificed in the name of online play and easier understanding to newer players.


No, sacrificed in the name of BETTER written protagonists, better voice acting, and far more organic conversations....

Face it, the dialogue wheel forced the writers to write multiple dialogue for almost every line, which in turn waters down the QUALITY of the dialogue.

The dialogue wheel also breaks up the flow of Meer and Hale because they have to show different tones for each little dialogue option every 3 seconds....the Reneagde is especially bad.

Nevermind that the three option system sucked monkey balls...lets see, the generally well written good option, the derp derp nuetral option, and the overplayed Reneagde option. DA2 is even worse with the sarcastic function....

Now for ME3, the Renegade options have been VASTLY improved where not only do they fit the philosophy, flow much better where Shep can alternate between the two without sounding schizophenic or out of character. Instaead of a dumb neutral option and a overplayed and off the mark renegade, we get a far more subtle Renegade dialogue.

Seriously fans can't see improvements if it hit them in the nose.....they want interactivity for the sake of interactivity, even if it hurts the games writing and voice acting. Ever heard Hale speak in a soft voice in th efirst two games...nope...could be the autodialogue allowing her to do so in ME3.

Ironically, fans want Bioware to be more like CD Projeckt, well gues what, the Witcher games have limited dialogue options and tons of autodialogue....LOL


Well said.

#167
eye basher

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What dialogue all you got in ME1 and 2 was what's this or were's that questions and then pick between blue or red it's like picking between a turd and a turd colored pink either way it's still a turd.

#168
lillitheris

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JamieCOTC wrote...


...but also to get more natural dialog. Hard to make impactful, player-involved scene when you pick each line.
https://twitter.com/...830230780973056


This is utterly false, by the way. Weekes is a smart guy, but there are a few things we don’t see eye to eye on.



My dialogue wheel additions topic is still open when/if anyone has specific suggestions. See signature for link or find it on General.

#169
jules_vern18

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I personally wasn't bothered by the autodialogue.  Whenever I picked a paragon/renegade option at one point in the conversation, Shepard continued in that vein until the topic changed.  I don't think it was necessary for me to confirm paragon/renegade for every couple sentences when it was obvious from my initial pick which direction I wanted to go.  Yes, it's more streamlined, but there was never a moment where I felt that Shepard was saying things contradictory to what dialogue wheel option I had initially picked.  And I play Paragrade.

The ambient dialogue didn't bother me either, with the exception of a few conversations where I would have liked to offer my non-essential input.  I definitely didn't feel that interactive dialogue was "replaced" by ambient dialogue either, as I counted at least as many interactive conversations with squadmates as there were in previous games - the ambient dialogue just added on to that.

tl;dr:  It's not necessary to re-confirm paragon/renegade directions for conversation every other sentence in order for it to still be your Shepard.  You still decide where the conversation is going to go, just on a more general scale.  And, considering the vast combinations of dialogue they had to consider, I think it's a fair compromise.

Exception:  the ending.  First time in the series where Shepard acted completely opposite of how I played him.

#170
Ticonderoga117

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You know, it's funny. They finally tweaked the paragon/renegade scale thingy to work with freaking neutral dialogue... and then we don't get any.

Seriously? Also, while the general flow of the conversations seem more natural, that wasn't the draw of that mechanic in the first two games. Besides, I can't really notice that much of a difference after playing through all three. This may be a small problem, but it's why we loved Mass Effect from the beginning, making choices.

#171
CrazyRah

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Most of the time the auto-dialogue did said stuff that was okey and even sometimes it was something my Shep would say. Every now and then of course i had to shudder at what Shep said outside my control. "We fight or we die" comes to mind. The auto-dialogue never became any major issue for me until the Catalyst arrived. Every single line there makes me shudder and under no circumstance would i ever see Shep say that. Only there do i really despise the auto-dialogue system.

If they practice with this more and manage to get away from some of the awful lines i could probably get used to it.

#172
lillitheris

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jules_vern18 wrote...
tl;dr:  It's not necessary to re-confirm paragon/renegade directions for conversation every other sentence in order for it to still be your Shepard.  You still decide where the conversation is going to go, just on a more general scale.  And, considering the vast combinations of dialogue they had to consider, I think it's a fair compromise.


No. The reason it worked for you, is because it worked for you. I’m not you. I’d wager almost nobody else is you, either.

#173
Ticonderoga117

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CrazyRah wrote...
Every now and then of course i had to shudder at what Shep said outside my control. "We fight or we die" comes to mind.


After experiancing that scene more than once... I really want to beat Shep over the head for saying that. Choices here would be nice. That could be like the neutral option. Have Shep say something inspiring for Paragon, or for Renegade do something like "We may not be able to beat them, but we will take them to Hell with us!". You know, the whole we may be doomed but we will at least wreck their day.

#174
fainmaca

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JamieCOTC wrote...

Patrick Weekes on why so much auto-dialogue and the exclusion of neutral option.
...but also to get more natural dialog. Hard to make impactful, player-involved scene when you pick each line.
https://twitter.com/...830230780973056


So let me get this straight.... they removed player involvement because it detracted from player involvement? That's some starchild logic right there.

To all those that say the scenes flow better and interactivity is overrated: I play games for an interactive experience. If you want a smooth, movie-like experience, GO TO THE MOVIES. You're pursuing the wrong genre with those priorities.

#175
Ticonderoga117

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fainmaca wrote...
So let me get this straight.... they removed player involvement because it detracted from player involvement? That's some starchild logic right there.

To all those that say the scenes flow better and interactivity is overrated: I play games for an interactive experience. If you want a smooth, movie-like experience, GO TO THE MOVIES. You're pursuing the wrong genre with those priorities.


Or play something other than an RPG with dialogue choices. Here's a few genre's to help:
FPS's, RTS's, TBS's, TPS's, Racing, Adventure, Action... take your pick.