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Dragon Age III: Dialogue


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#1
curlzncrush

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What would you like to see from the dialogue of Dragon Age 3?

In particular:

- Special choices as a result of dominant personality
- Different personalities from DA2 (or perhaps the addition of a 4th personality)
- Persuasion/Intimidation
- Voice-over

Post your thoughts here!

#2
meanieweenie

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curlzncrush wrote...

What would you like to see from the dialogue of Dragon Age 3?

In particular:

- Special choices as a result of dominant personality
- Different personalities from DA2 (or perhaps the addition of a 4th personality)
- Persuasion/Intimidation
- Voice-over

Post your thoughts here!


I'd like to see choices based on any personality. If you're dominant, then it'd make sense to have subsequent dialogue follow along. Same if you're snarky. To follow this up, I'd love it if the NCP's react accordingly. Give my character a 'here here!' or an 'f-u'. Not just a disapproves +10. Image IPB

#3
wsandista

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I'd like to see a silent PC with no Auto-Dialogue

#4
Guest_Puddi III_*

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curlzncrush wrote...

What would you like to see from the dialogue of Dragon Age 3?

In particular:

- Special choices as a result of dominant personality
- Different personalities from DA2 (or perhaps the addition of a 4th personality)
- Persuasion/Intimidation
- Voice-over

Post your thoughts here!


I don't much care for special choices based on dominant personality, since it seems to be a replacement for persuasion skills. I want skills back. (but coercion should be broken up into several, i.e. bluff/charm, diplomacy, intimidate) That way you can have someone who's aggressive but consistently fails at being intimidating, a charmer who can't charm to save his life, etc. Maybe dominant tone gives a bonus to the skill value, but not enough to auto-win.

The rest, yes. And the fourth personality should be "gruff." Or maybe "rainbow saccharine sunshine bubbles."

#5
Its_a_Catdemon

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social.bioware.com/forum/1/topic/141/index/11437944
The posts in this topic ^ describe some good possibilities for a dialogue system.

Give dialogue options based on a wide variety of things, for example:personality, specialization, attributes, skills, companions, etc... I like the idea of plenty of unlockable dialogue, but not so that the unlocked options are necessarily better than normal ones in anyway, they could still have consequences if the situation calls for it. I'd prefer if certain options were better when dealing with certain people, instead of a linearly increasing coercion stat(s). Choices can involve intimidating or charming people, but they'd depend on what's chosen, not a stat and a percent chance of working.

I liked the defined personality, but I'd like better/different personality types, more options would be nice. Maybe a way to see our current mix of personalities in the menu? I was always curious, only knowing I was dominantly humorous. Helpful for those wondering about the stack, although that would need to be an option for those who don't like it. Possibly options for the second most dominant as well? Depending on how many personalities we get, and our voice would still only be determined by the most primarily dominant.

#6
AkiKishi

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I'm going to be radical and say ditch all that stuff create some pre-generated characters and have those as protagonists like Witcher2. Rather than having to waste lines on choices that lead to the same outcome, use them to deepen and branch the story.
Either give them slightly different stories, or give them specific quests like in BGDA2.

#7
wsandista

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BobSmith101 wrote...

I'm going to be radical and say ditch all that stuff create some pre-generated characters and have those as protagonists like Witcher2. Rather than having to waste lines on choices that lead to the same outcome, use them to deepen and branch the story.
Either give them slightly different stories, or give them specific quests like in BGDA2.


While I prefer a player-generated PC, this would be preferable to the non-existent middle ground DA2 tried to stand on.

#8
CuriousArtemis

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Filament wrote...

Or maybe "rainbow saccharine sunshine bubbles."


Haha I wnt to play Rainbow Saccharine Sunshine Bubbles Hawke.

Hawke: Come on, guys, let's go kill some darkspawn! :lol:

Fenris: :mellow:
Varic: :mellow:
Aveline: :mellow:

#9
Apathy1989

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I quite liked the personality system. DA2 did remove player choices though in favour of things like this:


1) Yes if its not to much trouble
2) Yes you gorgeous man
3) Yes you ******

I don't see a 'No' option there. Just different ways of saying yes.



I would like to see more intimidation aswell for dominant personalities, more reasoning from peaceful personalities. Charm seems to have appeared alot in DA2, which just gave me a reason to always play a charmer (besides it being hilarious).

#10
SirGladiator

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I had an interesting idea for how to do the VA, based on my experiences with SWTOR. The Female Jedi Knight voice is just so perfect for a 'good' character, but wasnt that good if you were bad,and the Female Sith Inquisitor voice is just incredible for being 'bad', but not so great at doing the 'good' stuff, so with that in mind, this is the idea I came up with.

With a nod to DAO, the opening portion of the game (the 'Origin' part if DA3 has origins) could feature a silent protagonist, through most of the beginning. Then at the end of the opening part, when its time to take that final, decisive action that leads to the main part of the game beginning, whatever that is, your character finally uses his or her voice for the first time, and based on whether you've played as a 'good' or 'bad' character up to that point, that determines which VA you get. Of course it wouldnt prevent you from changing up between being good or bad the rest of the game, but probably you'll enjoy your VA more if you stick to being good or bad the whole game, call it a bonus for being consistent :) . It would be a bold decision, certainly unlike anything ever done before, but so long as they picked the right VAs, it would be all kinds of awesome, just like it is in SWTOR.

#11
eroeru

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wsandista wrote...

BobSmith101 wrote...

I'm going to be radical and say ditch all that stuff create some pre-generated characters and have those as protagonists like Witcher2. Rather than having to waste lines on choices that lead to the same outcome, use them to deepen and branch the story.
Either give them slightly different stories, or give them specific quests like in BGDA2.


While I prefer a player-generated PC, this would be preferable to the non-existent middle ground DA2 tried to stand on.


Truthfully said!

#12
Paul E Dangerously

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After going back through Origins again, DA2 didn't nearly "eliminate so many options" as people seem to think. About a good eighty percent of the dialogue in DAO has the player with three or less choices, or just leads back to other conversation topics.

#13
Nilbog79

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It would be great if the 'personality' system was removed altogether, ideally along with the dialogue wheel. Just give us some responses that make sense under the circumstances in this particular conversation and let the player choose the option he/she likes best, or the option that the protagonist would be most likely to say without worrying if it's 'agressive' or 'diplomatic'. This would mean that the player would need to read at least the paraphrase text but surely for most people this should not be a problem.

#14
hussey 92

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^Yes, no more dialogue wheel, this isn't Mass Effect

#15
Fast Jimmy

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Sopa de Gato wrote...

After going back through Origins again, DA2 didn't nearly "eliminate so many options" as people seem to think. About a good eighty percent of the dialogue in DAO has the player with three or less choices, or just leads back to other conversation topics.


DA2 didn't give us three options... it gave us three voices to say the same thing. That's not choice, that's meta gaming to decide which voice tone you want to hear. 

#16
Monica83

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hussey 92 wrote...

^Yes, no more dialogue wheel, this isn't Mass Effect

this

#17
cogsandcurls

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I actually love the personality system. Wouldn't say no to more personalities, of course, but I really, really like it as is already. Though I think one of the devs was talking about occassionally switching it for an "emotional reaction" wheel rather than personality in relevant circumstances (like, happy/sad/angry instead of diplo/sarcastic/aggro), so that could actually provide the extra variation, rather than tacking on another personality.

Also (and I know this is an unpopular opinion)....I like the idea of having personality/class based options as a replacement for persuade options. I actually felt like I was *TOO* in control of my companion's actions in DA:O at times. The most memorable, precious moment I have in DA:O was actually a moment when a character had made an autonomous decision and none of my options to persuade him made any difference. I'm not saying persuade options are useless, but I do find that my Hawkes tend to be more variable in terms of personality and behaviour than my Wardens, and I think that's largely down to the way the personality/persuade dynamics play out.

So, yeah.
- Keep the personality system
- More personality-specific actions/options
- Voiced protagonist
- Occasional use of an "emotion" wheel

:)

#18
Cultist

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- Special choices as a result of dominant personality - personality is just another DA2 blunder that failed miserably.
- Different personalities from DA2 (or perhaps the addition of a 4th personality)- see above
- Persuasion/Intimidation - we already got those. Absolutely idential and without any consequence - same results with minor exceptions.
- Voice-over - KILL IT WITH FIRE!
Personality was one of the most embarrasing fails of BioWare in DA2. You hate Chantry and act agressive towards them, then game prevents you from acting nice with your companions because you gained "agressive points" with someone that you hate. That is not a personality, that's a laughing stock.
I want dialogues to be dialogues, not another excuse for a jRPG, with Yes, No, Investigate. I want to see at least Baldur's Gate 2 or Fallout 2 level of dialogues, not just fillers before inevitable fight.
I want your skills have influence on dialogues - if you learned some poison skill then you should be able to have additional option when investigating murder or killing someone, for example.
I want to see dialogues as intergal part of the game, not just bastard addition to the arcade, such as Dragon Age 2.

Modifié par Cultist, 28 mai 2012 - 08:31 .