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Most immersion-breaking piece of auto-dialogue?


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#26
danteliveson

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BatmanPWNS wrote...

Amioran wrote...

DeinonSlayer wrote...
If you could break up just one piece of auto-dialogue in order to deliver a response more appropriate for your Shepard, what would it be?

(Sorry if this needs to be moved.)


A little off-topic but I think this need to be addressed since people continue to mix things up.

It doesn't exist a thing as your Shepard. Shepard is Shepard.

While you get to control some of Shepard's actions and choices that's a different thing than owning a character, a completely different thing.

The archetype of Shepard is created by the authors. Shepard, at the root, is what the authors want him/her to be, so Shepard will always be him/her as created by the authors fundamentally. You just get to control him/her for a while but s/he will never be yours, just because Shepard is not an archetype created by yourself. You never create the context for the character, you never create Shepard, it already exists as an individual with his/her own characteristics.

The choices you can have etc. will always have boundaries set by the type of archetype the authors decided to create. So when I hear phrases of the kind: "my Shepard would never do a thing as that" or "my Shepard would do otherwise" referred to the way the authors decided to script some parts I cannot but shake my head in disbelief. "Your" Shepard doesn't exist and it is perfectly fitting for the authors to make Shepard consistent with their view of the character they created. Shepard is what the authors wants him/her to be at the root, you just control his/her modus operandi for a while, nothing more.

A total different thing is, instead, when you create an archetype yourself. In that case the character will be yours in the real sense and things as that would be really inappropriate (they happen the same but for motives of resources, but they usually get masked). You get to decide everything about that character because it is your character, starting from the context of the same. Examples of these type of archetypes are characters you can create in games as Baldur's Gate, or Temple of Elemental Evil, Fallout, Skyrim or the old SSI rpgs, etc.

They are totally different in scope than characters that are already formed in the context, that are already archetypes created by the authors. Examples of these types of characters are: Hawke, Shepard (in fact), Geralt, Jensen and so on and so forth. All of them are already what they are at the root and you cannot make that character "yours" no more than you can do that with another real person.

There's a great difference between the two types. For the Shepards' types it doesn't exist an "yours" about them, while for the other kind yes because they don't exist as individuals before you create them (in the way you want).


*Sigh*

Yes, Shepard isn't 100% our character but to some degree we could influence his personality a bit. Even ME3, there is 0%. Shepard can't be xenophobic at all, Shepard has to 100% flirt with Vega (At least Jacob could be avoided by pressing the renegade options), Shepard cares a hell of a lot about every species, Shepard seems to love Earth no matter what. These characteristics weren't presented in the previous games so I don't know why Bioware suddenly decided to "Hey, lets give Shepard a personality in the last game of the series and screw anyone else who had a different personality in the game".


This x1000.

#27
abaris

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BatmanPWNS wrote...

These characteristics weren't presented in the previous games so I don't know why Bioware suddenly decided to "Hey, lets give Shepard a personality in the last game of the series and screw anyone else who had a different personality in the game".


Because otherwise he/she wouldn't agonise about that child in every second conversation. And because most player Shepards wouldn't gobble up the BS served at the end.

#28
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Nenya Higurashi wrote...

Daennikus wrote...

"That was for Miranda you son of a b."

What if I didn't care much for her?


What if both thane and Miranda Died in ME2? Now I'm really curious °_°

I read on another thread that Shepard says "No gunship this time" with, of course, the "you son of a b***h" following as always.

#29
Eromenos

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One of the animations that tries to make characters seem nonchalant/badass by leaning back on one leg and tilting/turning head to the side. It's way over-used in ME3.

I like the animation itself, but there are so many points in ME3 where it does not fit the gravitas of a situation. And for male Shepards especially it has become a liability if he wears this game's combat armors...his new excessive bulk does not translate the emote very well. It was fine when it first appeared in ME2 because he was still lean and it wasn't being over-used, but now....

Modifié par Eromenos, 30 avril 2012 - 05:12 .


#30
Demoiselle

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Daennikus wrote...

"That was for Miranda you son of a b."

What if I didn't care much for her?


This. I'd hate Miranda a lot less if I could metagame to get her killed once in a while without even the most Anti-Cerberus/her Shep COMPLIMENTING her.

'I've never met anyone like you Miranda...'

Dammit Shep we hated her in ME2! We had long save and reload sessions where we tried to find the dialogue options that insulted her the most! Although there never really was a choice to disagree with her after the start, or say you don't trust her, or don't care about her opinion, or think 'her spirit and personality' are what makes her a terrible person, or...

Actually l  may just have a personal problem with all the Miranda dialogue. And tend to go into the occasional rant about it.

...ahem. And Thessia. I got that it made sense for Shepard to have a Heroic BSOD but apologising to the asari councellor I was internally screaming 'THIS IS YOUR FAULT YOU OBSTRUCTIVE BLUE BEUROCRAT!' at at the end of the Thessia mission? That made no sense on a Renagde Shep. At all. Forget my normal fear of the red options, I wanted to call her out on wanting to keep the beacon secret more than stopping the reapers until they got to HER world. But no - Shep can doom the Krogan, kill Mordin, lie to Wrexs face, cause the genocide of the Geth or the Quarians, but THIS s/he puts all the blame on herself for. Gah.

Modifié par Demoiselle, 30 avril 2012 - 05:25 .


#31
Soirreb

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Vega. My FemShep wouldn't have tolerated his ****, and would have thrown him out of the airlock if he persisted with his flirtations.

More generally, I'm a little sad we didn't get a friendship/rivalry thing with our companions like in DA2 (that and the emotive-icon dialogue wheel were pretty good additions, despite most of the rest of the game), since a hostile rivalry with Vega might save his character.

Also, Ashley got short-changed this time around.

#32
abaris

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Soirreb wrote...

Also, Ashley got short-changed this time around.


Ashley is Kaidan with long hair and vice versa. They have practically the same dialogue lines from start to finish.

#33
CmnDwnWrkn

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Amioran wrote...

DeinonSlayer wrote...
If you could break up just one piece of auto-dialogue in order to deliver a response more appropriate for your Shepard, what would it be?

(Sorry if this needs to be moved.)


A little off-topic but I think this need to be addressed since people continue to mix things up.

It doesn't exist a thing as your Shepard. Shepard is Shepard.

While you get to control some of Shepard's actions and choices that's a different thing than owning a character, a completely different thing.

The archetype of Shepard is created by the authors. Shepard, at the root, is what the authors want him/her to be, so Shepard will always be him/her as created by the authors fundamentally. You just get to control him/her for a while but s/he will never be yours, just because Shepard is not an archetype created by yourself. You never create the context for the character, you never create Shepard, it already exists as an individual with his/her own characteristics.

The choices you can have etc. will always have boundaries set by the type of archetype the authors decided to create. So when I hear phrases of the kind: "my Shepard would never do a thing as that" or "my Shepard would do otherwise" referred to the way the authors decided to script some parts I cannot but shake my head in disbelief. "Your" Shepard doesn't exist and it is perfectly fitting for the authors to make Shepard consistent with their view of the character they created. Shepard is what the authors wants him/her to be at the root, you just control his/her modus operandi for a while, nothing more.

A total different thing is, instead, when you create an archetype yourself. In that case the character will be yours in the real sense and things as that would be really inappropriate (they happen the same but for motives of resources, but they usually get masked). You get to decide everything about that character because it is your character, starting from the context of the same. Examples of these type of archetypes are characters you can create in games as Baldur's Gate, or Temple of Elemental Evil, Fallout, Skyrim or the old SSI rpgs, etc.

They are totally different in scope than characters that are already formed in the context, that are already archetypes created by the authors. Examples of these types of characters are: Hawke, Shepard (in fact), Geralt, Jensen and so on and so forth. All of them are already what they are at the root and you cannot make that character "yours" no more than you can do that with another real person.

There's a great difference between the two types. For the Shepards' types it doesn't exist an "yours" about them, while for the other kind yes because they don't exist as individuals before you create them (in the way you want).


I would otherwise agree with this, but BioWare has made it a point to emphasize that one of their primary goals for Mass Effect was for players to make their own canon.  They have explicitly stated this - that their intent is for there to be no such thing as "standard canon".

#34
shepskisaac

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abaris wrote...

Soirreb wrote...

Also, Ashley got short-changed this time around.


Ashley is Kaidan with long hair and vice versa. They have practically the same dialogue lines from start to finish.

They have similar lines on Mars and during the coup, other than that they're completly different.

#35
DennyHoffmann

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I still didn't figured out how my FemShep ended flirting with Vega on a friendly conversation. Damn, all I could do was watch the hole thing without chance to interrupt.

#36
TOBY FLENDERSON

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Casper's whole monologue

/thread

#37
Naughty Bear

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FJVP wrote...

Shepard's reaction after Thessia. I facepalmed so hard during all that dialogue that my hand almost went through my skull.


+10

#38
gavccu

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The "Hooyah!" after Anderson's speech in London.

Didn't feel right. At all.

#39
augmented shephard

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ZombieGambit wrote...

The only things that "breaks immersion" for me are the weird turn to the camera when you talk to James for the first time, the weird long pause when EDI asks to go with you to the Cerberus base and the other one when he's asking if anyone has any info on Cerberus. They're just hilariously out of place.

I thought the big pause when shep asked if anyone knew where cerberus was hidding was a glitch at first, until I realised it happened to everyone.

#40
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There were many auto-dialogue scenes that made me wanna kick the authors in the quad, but I think the one after Thessia was the worst when it comes to "text only" scenes.
If you count in action scenes where you're forced to watch instead of acting then it's definately the Kai Leng assault on the Citadel, followed closely by the final fight on Thessia and the "smash Ashley's head" scene with that Cerberus bot...

#41
DeinonSlayer

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Shelmusk wrote...

There were many auto-dialogue scenes that made me wanna kick the authors in the quad, but I think the one after Thessia was the worst when it comes to "text only" scenes.
If you count in action scenes where you're forced to watch instead of acting then it's definately the Kai Leng assault on the Citadel, followed closely by the final fight on Thessia and the "smash Ashley's head" scene with that Cerberus bot...

Then there was the whole "Imma run towards that exploding pipe!" thing... :pinched:

#42
FirstBlood XL

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This is a little OT from the discussion ---

But the auto-dialogue that just deflated me was listening to that girl's story in the refugee camp... where she was waiting for her parents, and a Turian worker was keeping an eye on her.

It just got to a point where nothing was resolved yet, but the next time I visited, the 'story' looped back to the beginning. So a gut-wrenching type of story was just degraded to a broken record/video game laziness thing... and I was left thinking "Well, that's what I get for giving a **** about something in a video game"

#43
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DeinonSlayer wrote...

Then there was the whole "Imma run towards that exploding pipe!" thing... :pinched:

But cool guys always look at explosions! No wait, that isn't right...

#44
Asch Lavigne

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I always wanted to tell EDI to get out of Eva's body and put her ass back in the ship. Stupidest idea ever.

Modifié par Asch Lavigne, 30 avril 2012 - 06:48 .


#45
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".........you big, stupid, jellyfish!"

That was awful. Almost like if Hawke were to call an elf a knife-ear or something.

#46
Guest_Shelmusk_*

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FirstBlood XL wrote...

This is a little OT from the discussion ---

But the auto-dialogue that just deflated me was listening to that girl's story in the refugee camp... where she was waiting for her parents, and a Turian worker was keeping an eye on her.

It just got to a point where nothing was resolved yet, but the next time I visited, the 'story' looped back to the beginning. So a gut-wrenching type of story was just degraded to a broken record/video game laziness thing... and I was left thinking "Well, that's what I get for giving a **** about something in a video game"


But that was the same with all the eavesdrop dialogue in the game. The traumatized asari in the hospital, the Volus and the woman in the presidium talking about Sanctuary, the two women at the counter in the embassy and many more.

I think this type of dialogue was done pretty badly overall. Besides the fact that it will just loop over and over again, I was pretty annoyed that you'd have to run by a couple of times (or quicksave/quickload) to catch the whole text. The conversations continue at the same point no matter what you did in between which really kills the immersion...

#47
abaris

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Shelmusk wrote...

But that was the same with all the eavesdrop dialogue in the game. The traumatized asari in the hospital, the Volus and the woman in the presidium talking about Sanctuary, the two women at the counter in the embassy and many more.


Does that change when you bring them the goods if tied to some fetch quest?

I'm asking because it did with similar quests in ME2.

#48
fainmaca

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Asch Lavigne wrote...

I always wanted to tell EDI to get out of Eva's body and put her ass back in the ship. Stupidest idea ever.


This.

Meta-game perspective, it's overused, tired, and frankly a lazy way to fill a slot on the squad with someone who can't die. And pandering to people who wanted Joker to bang the ship. With a ******. And boobies.

In-game perspective, its unnecessary, presents a danger to the ship should she be incapacitated, and what's more I have a Cerberus assassin robot watching my back. Kind of a bunch of trust issues going on there. With a ******. And boobies.

Did I mention how ridiculous it is to give the ship a ******? And boobies?

#49
lillitheris

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If at all possible, can you add your examples to my autodialogue thread? It'd be awesome, been collecting these. Link is in my signature…

#50
ItsFreakinJesus

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I don't know; I don't get immersed in games when I play them.