Fortlowe wrote...
Pacing is ABSOLUTLY Biowares job. It's the job of any storyteller. And make no mistake, as much agency as you or I may claim we want in a game, the game is the dev's story.
NO. The game is the player's story. The devs' story is merely backdrop. The devs' story is flavour text that fleshes out the setting in which the player's story takes place.
I emphatically disagree that a timer is antithetical and that it robs you of the time needed to make a rational decision. It is abrasive to you're desires, but having a finite amount of time to weigh your options does not mean that an 'out of character' descision will be made.
It means that an out of character decision might be made buy accident. Only by offering the player an unlimited amount of time to do his analysis can you eliminate the risk of him running out of time.
Indeed, if protecting your character is your primary concern, then I can go ahead and guaruntee you that unless you turn off the machine, you character is gonna make it to the end.
Protecting my character isn't my primary concern. Protecting the coherence of my character is my primary concern. Several of my DAO characters did not reach the end of that game. One was killed by Shale. Another by Sten.
You prefer the DA:O system. I'm not discussing that system. The topic is not addressing that system.
Nor am I.
The dialogue wheel is the subject at hand. If the sum total to the discussion of altering the wheel you have is 'Make the paraphases more informative', then so be it.
The obfuscatory nature of the paraphrases is the wheel's primary failing. I'd also like to see the wheel options visibly numbered to make it easier to play the game with the keyboard. Aside from that, the wheel is merely aesthetic.
But if you want to add a timer to the wheel, then you're fundamentally breaking the game, and I'll stand up and object. IF DA2 already had such a timer, my contribution to this thread would be to call for the removal of the timer.
I believe you could contribute more, considering your knack for analysis, but if your agenda is to regress the series back to the DA:O (or an even older system) dialogue system, then naturally that would be all you have to contribute.
First, calling a return to DAO's dialogue system "regression" is a value judgment on your part. I would call the move to the voice+paraphrase a regression, as it moves the game farther away from the ideal dialogue system (one that grants maximum player control over his character's behaviour, and mimics real-world conversations). I am not claiming that DAO's dialogue system was the ideal dialogue system, but there are ways in which DA2's dialogue system was clearly inferior - the clarity of the visible options being the most obvious example.
If you'd like, I can offer suggestions about how to make those paraphrases more informative. I'd suggest allowing paraphrases to be longer, either by permitting multiple lines for each option, or by moving the wheel to the edge of the screen to allow longer single line paraphrases. I would suggest always having the sentence type of the paraphrase match the sentence type of at least part of the spoken line - so if the paraphrase is a question, have the PC actually ask a question.
I would also call for tone icons either to be removed (with a corresponding change in how the dialogue is written and acted), or to be precisely defined with those definitions applied rigidly and universally. As they stand in DA2, I found the tone icons to be worse than useless. They need to be either dramatically improved or discarded completely.
The player needs to
know what his character will do as a result of the dialogue option he is selecting, and DA2's system faied horribly at this (DAO's did much better, though people who think NPC reactions indicate PC tone disagree - those people's impression of human interaction is vastly different from mine).
Modifié par Sylvius the Mad, 04 juillet 2012 - 10:55 .