Fast Jimmy wrote...
Thinking about this a little further, my problem with dialogue wheel outside of the voiced PC is its pigeon-holing of responses. I can either be paragon, renegade or smart-donkey, but not everything is broken down that neatly.
For instance, in DA:O, when talking with Wynne, she begins telling you a story about the Grey Wardens, and your character can keep bringing up gryphons like a five year old kid. Would this be a sarcastic/snarky statement? I don't think so, because it seemed to me like your character was being a genuinely excited goofball. Its certainly not aggressive. And its definitely not diplomatic, since it gets on Wynne's nerves and lowers her approval of you.
Then, later, she asks you which battle she was describing and you have a variety of answers, ranging from playing like you don't understand which battle, to answering wisely that it was all Grey Warden battles, and none at all.
Is "wise" a conversation option in the wheel? Is being a goofball? I don't know how my aggressive Hawke would have sounded answering a question with philosophical introspection, but I'm going to assume it would have been pretty jarring.
The point is - natural conversation is not suited to the dialogue wheel. That's probably why ME3 has so much Auto-dialogue to it. There's nothing particularly renegade about saying you're ready to start a mission. There's nothing inherently paragon about saying that you need more time to prepare.
The reason writing for DA2 felt so much more rigid is because we were given the freedom to have organic conversations in DA:O, where our responses were varied and logical, instead of the response being jammed into a set personality tone choice. I wouldn't say hardly any of the dialogue options in DA:O could fit into a clean-cut "Aggressive", "Diplomatic" or "Snarky" type. They were just responses, honest possible answers or follow ups to the dialogue being stated.
I don't know much about the in-house workings of video game design, so I'm not sure if the dialogue wheel makes people's job easier over there or not from a development/programming point of view. But from both a writing point of view and a player point of view, it seems pretty limiting.
That's more to do with how the dialogue wheel is used. In other games that use a wheel the conversation is quite different. This is more to do with the 3 path conversation that Biowarer uses with the dialogue wheel rather than anything wrong with the concept of organising things around a wheel itself.

Heres one from another game since it lacks the very obvious 3 path conversation it's not any different than if you just listed the options.
Modifié par BobSmith101, 30 juin 2012 - 06:38 .





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