Allan Schumacher wrote...
There was actually a large amount of feedback about people being disappointed that it wasn't present in DAO after they had experienced it for Mass Effect.
I don't know the total breakdown of all the feedback though.
Excuse me, but over the years plenty of people have asked Bioware to include horses, jumping, swimming, capes, sheaths, barbarian class, bowstrings and what not. Everytime I saw a developer address such issues they would either explain that:
a) It would modify the core elements of the game ( ex: horses, jumping, swimming )

It's a "nice to have" but not in priority list
So saying that it was included "because a large amount of people was disapointed that it wasn't present in DAO" is hardly a justification, specially since I consider the dialog wheel a "core element of the game".
I would like to think that Bioware, as an experienced developer, took other things into consideration before deciding that they would include the wheel in the next DA.
Just because it works in ME doesn't mean it has to work in DA, more so taking into account that ( I think ) the
reason it works in ME is because of the polarization of choices ( paragon-renegade vs diplomatic-sarcastic-
aggresive ).
Another thing I would like to address is that you argumented that the problem of having only text is that there's information missing and the player can missinterpret what is the intention behind a line( as per writers' design ).
In real life we have intonation and body language.
In books we have the intonation specified with anotations as "He said sarcastically".
In games we had:
1) Plain text, no tone.
2) Tone icons + paraphrases, no text.
I don't know what others think, but as I see it we still have the same problem:
There is information missing.We could argue wich one is more important ( wording or tone ) but from a roleplaying prespective I think that the
more information we get, the better.
But if I have to choose... I will pick text any day of the week, why? because plenty of times in my life I have
been missinterpreted, so accepting that something as limited as a game can missinterpret what I meant upon choosing a certain line of text is piece of cake ( or if you prefer accepting that I missundertood what was the writer's intention for a particular line ), but accepting that I can't roleplay a character the way I want because I can't
make any sense out of a paraphrase and an icon... <_<
So pretty please with sugar on top:
- Tooltips upon hovering on a paraphrase showing the full text or full text with an icon at the begining.
- Don't block dialog options just because I'm not diplomatic/sarcastic/aggressive.
I still don't understand why I can't tell there is a fire to those guards unless Hawke is "sarcastic". A diplomatic person would try to avoid needless combat...
- Don't block dialog options just because we are on a friendship/rivalry path.
I found bizarre that upon refusing to help Merril with the Eluvian I ended in the rivalry path, she appeared at Hawke's house and I only had
2 options:
1 ) bed her
2 ) insult her
The reason my Hawke had refused to help Merril was irrelevant, the game assumed what it was... where is the roleplaying here?
Modifié par abnocte, 26 juin 2012 - 11:40 .