Well we've certainly gotten away from "Sustained outdoor exploration in Dragon Age 3" lol...
Sylvius the Mad wrote...
I had no idea how to use the dialogue wheel in ME or DA2. I even asked for help with that here on BSN. I still don't understand how it's even supposed to work.
Sometimes the paraphrase was precisely what I wanted to say, and then Hawke would say something that bore no resemblance at all to what I had selected.
I think the two main mistakes were (1) not having proper documentation or a (possibly optional) tutorial that took you though the dialogue wheel so people wouldn't be confused, and (2) using the paraphrases in the first place.
Two major areas suffered in DA2 from a lack of documentation: the friendship/rivalry system and the dialogue wheel; it's incredibly, painfully obvious that
many of the problems stem from this, and
Bioware has no one to blame but themselves for this issue, particularly since they have critically said (to forum goers who think that majority forum opinion constitutes majority player opinion) that not all of their players post on/read the forums. I agree with that completely. But if you are going to show such full awareness of your audience, then you need to take the extra step and provide for those people. Asking for a PDF manual is not unreasonable.
In some cases, like your listed example "Yes" / "Get out of my sight," falls to expectation that the paraphrases give just by existing in the first place. I think if we
only had the tonal or intent icons, even if we weren't pleased with the words that came out of Hawke's mouth, the affect would have been
far less jarring than the horrible contrast some of the paraphrases presented.
Since we are humans who can read, emphasis on the written word is strong, and so is our brain's reaction on reading words. Since we have this ability, it's difficult to divorce ourselves from the meaning of words, or to place no significance on them.
Sylvius the Mad wrote...
I think the icons madly constrained choice. There were times in DA2 where I wanted to choose the icon from one option and the words from another. If I chose based only on the words, I'd tend to get a voiced line that bore no resemblance to what I wanted to say. If I chose based only on the icon, I tended to get Hawke choosing the wrong quest resolution.
DA2's dialogue system was wholly unpredictable.
Can you give an example of that second one? Generally, I thought that specific/choice options were relegated to the triple arrow gold icon, and not the various tone icons. I can't remember exactly at the moment though...
Modifié par nightscrawl, 10 juin 2012 - 03:14 .