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Is VO a must for DA3?


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#526
batlin

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Allan Schumacher wrote...

In a game like Deus Ex though, I rarely bothered to let JC finish playing his line. In games like Mass Effect and DA2, I actually don't even play with subtitles on.


So you prefer being unsure of what your PC will say than knowing for sure what your PC will say and having the option to skip through the voice dialogue?

Or are you going to deny that the paraphrasing is often deceptive

I do agree with the notion that cinematics are compromised with a silent protagonist.


I don't. See the list of RPG series' I made that are both epic and cinematic with a silent protagonist.

Doing a speech like Alistair's in DAO is a bit cumbersome when done with a silent protagonist (in fact I'm willing to bet it's why the Warden doesn't make the speech).


Why would the Warden make that speech instead of the king?

Besides, it is possible for a speech to be done effectively by a silent protagonist. KotOR 1 did this very well. Was the guy who wrote a lot of KotOR's dialogue let go or something?

Modifié par batlin, 28 juin 2012 - 03:17 .


#527
wsandista

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batlin wrote...



I don't. See the list of RPG series' I made that are both epic and cinematic with a silent protagonist.



I agree with most of what you say, but I have to admit there is a difference between cinematic sequences in a game and a cinematic game. In that list you had, most of the story telling is done through dialogue and/or text. Cinematics are just eye-candy and not what really drives the story.

In a cinematic game, cinematics are the means of story-telling. There are no more "just conversations", but everything is now a cinematic, packed full of characters(including the PC) performing actions that are often too complex to allow fine player control over them.

I think this should be more of a debate over "Fixed PC or Player-Generated PC", because it is almost impossible to have a Player-Generated PC who isn't broken in a cinematic game. If they insist on having voiced PCs and cinematic games, Bioware should just have completely fixed PCs.

#528
Face of Evil

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I don't play with subtitles either. The one exception is when I have trouble understanding the NPC, or I'm missing their dialogue due to background noise. In that case, I switch them on for as long as I need them.

Modifié par Face of Evil, 28 juin 2012 - 03:54 .


#529
Allan Schumacher

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So you prefer being unsure of what your PC will say than knowing for sure what your PC will say and having the option to skip through the voice dialogue?

Or are you going to deny that the paraphrasing is often deceptive


I typically find full written lines to be insufficient in what I want my character to say. The transition to the dialogue wheel was not a big one for me because I already picked the full text dialogue that was closest to what I wanted to say, since I was already restricted to only being able to say what the game designers allowed me to say.

Then again, I also come from a history of playing RPGs where the most commonly used conversations I made were "Name" "Job" and "Goodbye."


Given I already find full text lines more restrictive than any of you do you're likely going to dismiss anything I say on the subject outright.

I find the wheel and full text to effectively be a wash. They each have their advantages and disadvantages but ultimately I am indifferent to them and I find my ability to enjoy RPGs not really affected by whether one system is in or not.

My favourite conversation system of all time is Alpha Protocol's, and the only thing I can choose is is a keyword typically denoting the emotion behind it.

I do occasionally find myself surprised by the actual spoken line compared to what I expected, but most of the time this happens I actually find it entertaining (usually funny), but I have a feeling I find myself "burned' by this much less than those that adamantly speak out against the system.

As I already said, given I already make the same concessions with full text dialogue (I pick the line of dialogue that best fits how I want to react), it's less of an issue. In fact, coupled with the icons I don't think I ever found myself going "ooo, that wasn't really what I wanted to say." I've always chosen lines based on what I feel their intent was.

I don't. See the list of RPG series' I made that are both epic and cinematic with a silent protagonist.


I must have missed that. Can you link me to it?

Why would the Warden make that speech instead of the king?


The question is more: "Could the Warden have delivered the scene as well with silent dialogue?"

Besides, it is possible for a speech to be done effectively by a silent protagonist. KotOR 1 did this very well. Was the guy who wrote a lot of KotOR's dialogue let go or something?


Remind me of the speech.

#530
batlin

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Allan Schumacher wrote...

I typically find full written lines to be insufficient in what I want my character to say. The transition to the dialogue wheel was not a big one for me because I already picked the full text dialogue that was closest to what I wanted to say, since I was already restricted to only being able to say what the game designers allowed me to say.


If the full lines are insufficient, and the paraphrasing still allows you to pick the closest option you want to say anyway, the only difference is that with full lines you can be sure of what your character will say, and you don't have a voice actor to misinterpret the tone you want.

Then again, I also come from a history of playing RPGs where the most commonly used conversations I made were "Name" "Job" and "Goodbye."


I see, so your imagination is also impeded by full lines as opposed to simple questions. Makes sense, but that doesn't really have much to do with DA2's dialogue system because Hawke does spell out his/her entire line. All I'm seeing is downsides on DA2's dialogue style aside from of course those who like hearing their PC.

Given I already find full text lines more restrictive than any of you do you're likely going to dismiss anything I say on the subject outright.


That's not really fair. I'm just trying to understand why Bioware prefers this style when their reasoning doesn't mesh with what we've seen in previous RPGs.

My favourite conversation system of all time is Alpha Protocol's, and the only thing I can choose is is a keyword typically denoting the emotion behind it.


If you read the first post I made in this thread (page 20) I explain why paraphrased dialogue works better in RPGs like Mass Effect where Shepard is a consistent character, much like Michael is in AP. In a nutshell, you don;t have a choice between personalities in those games, only in how you react. In DA:O, you do have a plethora of personalities to explore and when you try to voice it you get a Hawke that sounds like he has MPD.

I do occasionally find myself surprised by the actual spoken line compared to what I expected, but most of the time this happens I actually find it entertaining (usually funny), but I have a feeling I find myself "burned' by this much less than those that adamantly speak out against the system.


I can get that some people would find that sort of thing funny, but is that kind of dissonance between the player and their PC what you would call an ideal feature in an RPG?

As I already said, given I already make the same concessions with full text dialogue (I pick the line of dialogue that best fits how I want to react), it's less of an issue. In fact, coupled with the icons I don't think I ever found myself going "ooo, that wasn't really what I wanted to say." I've always chosen lines based on what I feel their intent was.


Isn't it ironic how the mood icons are often more honest to the tone of the dialogue option than the words are? But even so, the mood icons too can be deceptive. For example:

*Aggresive* "Your mom was a b****"

Hawke: I'm glad I never had to meet any of your family.

That's not exactly an aggressive statement now, is it? This is clearly something that could have been fixed if we simply got to see what hawke's spoken dialogue was.

I must have missed that. Can you link me to it?


Well, it was in the first post of mine you responded to...here it is

batlin wrote...

In what way? A game can't be cinematic if you have the dialogue options
in a list? It can't be epic if the PC is silent? There's a plethoa of
games that came before ME1 that proves this false. Ultima, BG, NWN,
KotOR, hell, even the FFs pre-FFX.


The question is more: "Could the Warden have delivered the scene as well with silent dialogue?"


Of course. You may as well ask if awesome speeches can be done well in books.

Remind me of the speech.


There's not only one, but one early in the game is where you're settling a Romeo+Juliet-esque dispute on Dantooine, another is the courtroom scene on Manaan.

Modifié par batlin, 28 juin 2012 - 05:15 .


#531
batlin

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wsandista wrote...

I think this should be more of a debate over "Fixed PC or Player-Generated PC", because it is almost impossible to have a Player-Generated PC who isn't broken in a cinematic game. If they insist on having voiced PCs and cinematic games, Bioware should just have completely fixed PCs.


That would be a real shame. Dragon Age: Origins was such a great throwback to more classic RPGs where our PC's personality wasn't restricted to one set character type.

#532
wsandista

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batlin wrote...

wsandista wrote...

I think this should be more of a debate over "Fixed PC or Player-Generated PC", because it is almost impossible to have a Player-Generated PC who isn't broken in a cinematic game. If they insist on having voiced PCs and cinematic games, Bioware should just have completely fixed PCs.


That would be a real shame. Dragon Age: Origins was such a great throwback to more classic RPGs where our PC's personality wasn't restricted to one set character type.


I agree. However, if they insist on doing a voiced PC in a cinematic game, they should do a PC like Geralt. Player-Generated PC doesn't mix with Cinematic game or Voiced PC.

#533
Allan Schumacher

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That's not really fair. I'm just trying to understand why Bioware prefers this style when their reasoning doesn't mesh with what we've seen in previous RPGs.


You're right it's not fair. I have gotten that impression with other posters (not even necessarily on this board) so it can be difficult to disassociate. I apologize!

I can get that some people would find that sort of thing funny, but is that kind of dissonance between the player and their PC what you would call an ideal feature in an RPG?


No. In fact I do actually consider it a slight negative. But for me it's a wash because it's a slight positive to have fully dialogued lines. For me it tends to be a bit of a wash depending on the circumstances. For instance, I'd find full voice over in Fallout New Vegas to be a bit of a waste. Conversations are just talking heads and I don't even see my own (I play exclusively first person). I'm not going to emote during the conversation at all, or otherwise display any other sort of emotion.

If you read the first post I made in this thread (page 20) I explain why paraphrased dialogue works better in RPGs like Mass Effect where Shepard is a consistent character, much like Michael is in AP. In a nutshell, you don;t have a choice between personalities in those games, only in how you react. In DA:O, you do have a plethora of personalities to explore and when you try to voice it you get a Hawke that sounds like he has MPD.


Hmmm, I see your point. Although I didn't feel that Thorton was tied to a particular type of personality though. I think professional Mike is a different character than suave Mike. It might be more a reflection of the voice acting not going as extreme, however. I'll concede that if the voice acting isn't as consistent, it does become more jarring.


In what way? A game can't be cinematic if you have the dialogue options
in a list? It can't be epic if the PC is silent? There's a plethoa of
games that came before ME1 that proves this false. Ultima, BG, NWN,
KotOR, hell, even the FFs pre-FFX.


Well, I'll just up and state that with my history of games like Ultima (I'm assuming you're a fan, given your name, and you know I am based on my "Name" "Job" "Bye" reference) I do not at all consider them to be cinematic experiences. Epic? Sure. Epic has more to do with the scope rather than the style. Same goes for games like Baldur's Gate and Neverwinter Nights, though I do think that KOTOR was a start of a more cinematic focused RPG from BioWare.

There's not only one, but one early in the game is where you're settling a Romeo+Juliet-esque dispute on Dantooine, another is the courtroom scene on Manaan.


Hmmm, I think they're well written scenes. Not as big of a fan of the Romeo and Juliet homage, but I did really enjoy the courtroom scene. I disagree that they are great examples of speeches though. Fun and well written, but Alistair's talk takes the cake IMO. I wanted to kick darkspawn myself. He gets to add all of the emotes and body language into the speech. It's a bit like Shepard's speeches too (the Hale versions in particular are so well done because I think Hale just makes the character come alive so well).


Isn't it ironic how the mood icons are often more honest to the tone of the dialogue option than the words are? But even so, the mood icons too can be deceptive. For example:

*Aggresive* "Your mom was a b****"

Hawke: I'm glad I never had to meet any of your family.

That's not exactly an aggressive statement now, is it?


Yes, this can happen, and I do agree it's an issue. But I get burned with full line dialogues in similar ways, probably with a similar frequency (which isn't all that often in either case) often because I think a line of dialogue is sarcastic (I have a tendency to do that) but evidently based on the character response it's not.

I've been told that that is just the fault of the character I'm talking to, which I suppose in some cases is true, but in my own interactions in life I find I am usually pretty decent at reading someone and knowing whether or not they'll appreciate my sass, and I can often accent it by maintaining eye contact with a little smile after I deliver the line. I find it uncommon for me to outright insult someone, even if I have just met them. In gaming, that is less common in my experience. In fact I think I even got burned with this when I first met Wynne.


Of course. You may as well ask if awesome speeches can be done well in books.


I think if Dragon Age: Origins was a game like Zork the analogy would work better. In a book, not only do I have words but I also have descriptors used by the author to clarify how a line is being delivered. The text will state that the character is flustered, or impassioned. The lines of dialogue in a CRPG are typically devoid of all that. Occasionally a game may have extra information like (Attack) or (Lie) which can help. But given the visual nature of the medium, I'm not just reading about Alistair giving an impassioned speech, imagining the details in my mind. I'm seeing him actually do it, and it can be quite an experience.

I'm not saying it's directly required (I still enjoyed DAO and prefer it over DA2 myself, though for reasons that don't really include the conversation system haha), but unless the scene itself is static (like Fallout and presumably a game like Skyrim), sometiems I just prefer the more cinematic nature, and I think that voice adds to it especially if there are set pieces with active players moving around.


EDIT:  Sorry for obviously missing some details of your earlier posts.  Often I quickly read these while I am waiting for my machine to do something at work, and I can skim over them quickly! :blush:

Modifié par Allan Schumacher, 28 juin 2012 - 05:55 .


#534
Shadow of Light Dragon

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batlin wrote...

Shadow of Light Dragon wrote...

c) More cinematic possibilities with the PC voiced


In what way? A game can't be cinematic if you have the dialogue options in a list? It can't be epic if the PC is silent? There's a plethoa of games that came before ME1 that proves this false. Ultima, BG, NWN, KotOR, hell, even the FFs pre-FFX.


We're not going to get anywhere if you insist on twisting what's being said. ;) No one has said either of those things, not even Bioware.

A game can be cinematic with dialogue lists. A game can be epic if the PC is silent.

The original statement was that Bioware feels there are more cinematic possibilities with a voiced PC. I can see their point (I believe Allan went into detail a few posts back), even if I don't agree that an increasingly cinematic experience is always a recipe for a good game. Ultima 9 was fully voiced (coupled with text lists) and more cinematic than any of its predecessors, yet it's widely derided by fans as the worst in the series. Though, IMO, the fact that it was voiced and cinematic were the least of U9's issues. ;)

And that's nice and all, but it doesn't change the inherent issues with voiced protagonists in an RPG.


Perhaps they think any inherent issues are worth it for the games they are trying to make.

In any case, we still have no word on the PC mute button, AFAIK. Perhaps that will still be possible.

Modifié par Shadow of Light Dragon, 28 juin 2012 - 06:55 .


#535
Sylvius the Mad

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Allan Schumacher wrote...

I typically find full written lines to be insufficient in what I want my character to say. The transition to the dialogue wheel was not a big one for me because I already picked the full text dialogue that was closest to what I wanted to say, since I was already restricted to only being able to say what the game designers allowed me to say.

You weren't, though.  Just as "Name", "Job", and "Goodbye" were abstractions of what your PC actually said 9unless you wanted him to go around barking single words at people), the full text options in a silent PC game can also be viewed as abstractions.

That's how I play them.  That's why they work so well.  That they're abstractions leaves ambiguity that can be resolved by the player.  But the voiced PC resolves that ambiguity for us, eliminating an important roleplaying gameplay feature.

With "Name", your character asked for a name, but how he did that was up to you.  With a full text option like "What brings you here?" your character asks someone how he came to be here, but how he does that it up to you.  But with a DA2 paraphrase, the player had no control at all over what the PC says.  The player could choose the paraphrase "Where are you from?" and have Hawke say "I don't meet many people from Rivain."  That's a completely different sort of thing to say.

When you're doing QA on DA3, could you please check to see whether the sentence type of the paraphrase (declarative, interrogative, etc) matches the sentence type of at least some part of the spoken line?  If I tell the PC to ask a question, I want him to ask a question (I often want him not to make an assertion, as well, but let's start with getting the question and move from there).

Given I already find full text lines more restrictive than any of you do you're likely going to dismiss anything I say on the subject outright.

You found them more restrictinve because you were accepting them as gospel.  That was unnecessary.  I'm going to dismiss any suggestion that they must be used as you used them, because they clearly don't.  Any restriction you found in the full text options was a restriction of your own making.

My favourite conversation system of all time is Alpha Protocol's, and the only thing I can choose is is a keyword typically denoting the emotion behind it.

This sounds like just about the worst dialogue system ever.  How I feel doesn't drive how I speak.  What information I want to convey (or conceal) drives how I speak.

I've always chosen lines based on what I feel their intent was.

Okay, I clearly don't understand what this means.  What is the "intent" of a line, exactly?  How is that different from the content of that line?

When selecting a dialogue option, I choose the one that is consistent with my character's current objectives.  So I'm choosing lines not based on what they say, but based on what they don't say.  I want to avoid character-breaking lines, but DA2 often had Hawke say character-breaking things even when there was no indication of that content within the paraphrase.

Besides, it is possible for a speech to be done effectively by a silent protagonist. KotOR 1 did this very well. Was the guy who wrote a lot of KotOR's dialogue let go or something?

Remind me of the speech.

If I recall correctly, the player constructed it line-by-line from several sets of options.  It was a great moment.  Rallying the fleet before the assault on the Star Forge, perhaps?

#536
Allan Schumacher

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You weren't, though. Just as "Name", "Job", and "Goodbye" were abstractions of what your PC actually said 9unless you wanted him to go around barking single words at people), the full text options in a silent PC game can also be viewed as abstractions.


Which is why paraphrases typically work just fine for me too.

With "Name", your character asked for a name, but how he did that was up to you


No it wasn't. Based on the NPC response, I clearly didn't ask "WHAT THE HECK IS YOUR DAMN NAME!?" Nor did I say "Heh... what's your name? Like I care..."

In fact, I didn't actually care what the PC may have said. I didn't actually conjure up any imaginary lines (I tried doing this once, but I realized it wasn't worknig as it required me to see the response in order to make up something that was appropriate). I simply understood that the character is asking for the name. How he did it was irrelevant.

Okay, I clearly don't understand what this means. What is the "intent" of a line, exactly? How is that different from the content of that line?


I make a reasonable assumption, based on the abstraction (to use your word) for what I feel the designer has put as the result of the line. The same thing that I do with the paraphrased lines, with pretty much the same (very high) degree of success. Sometimes the game responds inappropriately to the full line. Sometimes the game responds inappropriately to the paraphrased line.

This sounds like just about the worst dialogue system ever. How I feel doesn't drive how I speak. What information I want to convey (or conceal) drives how I speak.


I'm sure there are many other differences between you and I, going even beyond what it is we look for in RPG experiences.


In the future though, I'd hesitate telling me how I am feeling about something though. To be perfectly frank I find your attempts to read my mind and to rationalize my own decisions start to cross the line of what I consider constructive conversation.

#537
Sylvius the Mad

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I'm not telling you how you feel; I'm questioning whether your feelings are justified.

An unexamined life is not worth living. As a corollary to Socrates, I would assert that unexamined feelings are not worth feeling.

Modifié par Sylvius the Mad, 28 juin 2012 - 07:10 .


#538
Sylvius the Mad

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Allan Schumacher wrote...

I make a reasonable assumption, based on the abstraction (to use your word) for what I feel the designer has put as the result of the line.

The "result" being what the PC says, or how the NPC responds?

#539
Xewaka

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Allan Schumacher wrote...
As I already said, given I already make the same concessions with full text dialogue (I pick the line of dialogue that best fits how I want to react), it's less of an issue. In fact, coupled with the icons I don't think I ever found myself going "ooo, that wasn't really what I wanted to say." I've always chosen lines based on what I feel their intent was.

Let me explain you why choosing by intent (paraphrases) is a complete failure to some people, with an specific example that illustrates the point beautifully. The situation is the Horizon conversation with the Virmire Survivor in Mass Effect 2. Shepard, for whatever reason, doesn't want to disclose his current affiliation with Cerberus to the Virmire Survivor. While it is possible to navigate the conversation without Shepard bringing the issue up (the Virmire Survivor brings it to the conversation), it is impossible to know which paraphrases will have Shepard reveal the information and which won't. Only by trial and error and an insanely high amount of reloading will you finally be able to navigate this conversation without revealing that bit of information. Choosing on intent alone is meaningless when it is the content in the line what's important.
(for the sake of clarity, Intent: How you say it, Content: What you say)

#540
batlin

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Allan Schumacher wrote...

No. In fact I do actually consider it a slight negative. But for me it's a wash because it's a slight positive to have fully dialogued lines. For me it tends to be a bit of a wash depending on the circumstances. For instance, I'd find full voice over in Fallout New Vegas to be a bit of a waste. Conversations are just talking heads and I don't even see my own (I play exclusively first person). I'm not going to emote during the conversation at all, or otherwise display any other sort of emotion.


So when you don't see your own character, silent portagonists work poorly? What about in KotOR? or Jade Empire? Did anyone ever complain about those games' silent protagonists?

Hmmm, I see your point. Although I didn't feel that Thorton was tied to a particular type of personality though. I think professional Mike is a different character than suave Mike. It might be more a reflection of the voice acting not going as extreme, however. I'll concede that if the voice acting isn't as consistent, it does become more jarring.


Consistent voice acting however is exactly the problem if you want your PC to reflect the personality you want. And if you try to represent a bunch of different personalities, you get an MPD character. It all comes back to the tone living in the player's mind as opposed to being dictated by a voice actor.


Well, I'll just up and state that with my history of games like Ultima (I'm assuming you're a fan, given your name, and you know I am based on my "Name" "Job" "Bye" reference) I do not at all consider them to be cinematic experiences.


Really? Not even in Ultima 5 when you're captured by Blackthorn? Just because you don't have multiple camera angles doesn't mean a scene can't be cinematic. It's all about atmosphere.

Epic? Sure. Epic has more to do with the scope rather than the style. Same goes for games like Baldur's Gate and Neverwinter Nights, though I do think that KOTOR was a start of a more cinematic focused RPG from BioWare.


And it worked great despite having a silent protagonist. Again, I'd be surprised if anyone actually complained about that in KotOR. Voiced protagonists weren't exactly an unheard of thing back in 2003.

Hmmm, I think they're well written scenes. Not as big of a fan of the Romeo and Juliet homage, but I did really enjoy the courtroom scene. I disagree that they are great examples of speeches though. Fun and well written, but Alistair's talk takes the cake IMO. I wanted to kick darkspawn myself. He gets to add all of the emotes and body language into the speech. It's a bit like Shepard's speeches too (the Hale versions in particular are so well done because I think Hale just makes the character come alive so well).


Well that's just it, right? The writing is what really matters, not how really dramatic the PC's voice sounds as you vaguely choose what you want him/her to say.


Yes, this can happen, and I do agree it's an issue. But I get burned with full line dialogues in similar ways, probably with a similar frequency (which isn't all that often in either case) often because I think a line of dialogue is sarcastic (I have a tendency to do that) but evidently based on the character response it's not.


Lol, so the solution could maybe be to have mood icons AND fully written-out dialogue options? Anyway I doubt it's often the case where written-out dialogue can be all that deceptive when they give you full sentences to indicate the meaning. Especially as opposed to having three-word blurbs with a picture than kinda sorta is the tone that the blube will be spoken in.

I've been told that that is just the fault of the character I'm talking to, which I suppose in some cases is true, but in my own interactions in life I find I am usually pretty decent at reading someone and knowing whether or not they'll appreciate my sass, and I can often accent it by maintaining eye contact with a little smile after I deliver the line. I find it uncommon for me to outright insult someone, even if I have just met them. In gaming, that is less common in my experience. In fact I think I even got burned with this when I first met Wynne.


Well yeah, other characters' reactions are more beholden to their own personality than yours. Even if your character did in fact mean something jokingly it doesn't mean they still couldn't take it the wrong way.

I think if Dragon Age: Origins was a game like Zork the analogy would work better. In a book, not only do I have words but I also have descriptors used by the author to clarify how a line is being delivered. The text will state that the character is flustered, or impassioned. The lines of dialogue in a CRPG are typically devoid of all that. Occasionally a game may have extra information like (Attack) or (Lie) which can help. But given the visual nature of the medium, I'm not just reading about Alistair giving an impassioned speech, imagining the details in my mind. I'm seeing him actually do it, and it can be quite an experience.


Not necessarily, tonality indicators aren't all that common in books. Talented writers can convey meaning of their words in the sentence itself, that's how George R.R. Martin can get away with using the word "said" so often when writing a quote, there's never any mistake what the character means because the writing is clear.

Sarcasm is one thing that I can see be easily lost, but simply putting a "(sarcasm)" at the end of a line would solve that issue entirely.

I'm not saying it's directly required (I still enjoyed DAO and prefer it over DA2 myself, though for reasons that don't really include the conversation system haha), but unless the scene itself is static (like Fallout and presumably a game like Skyrim), sometiems I just prefer the more cinematic nature, and I think that voice adds to it especially if there are set pieces with active players moving around.


Well, didn't DA:O have a good amount of "blocking" with the Warden? I can get that cinematics can be cool to look at, and having the main character not speak is indeed something that doesn't happen in movies unless you're watching some weird arthouse film, but in the end, video games aren't movies. Why sacrifice elements unique to video games and intoduce dissonance between the player and their PC for the express purpose of making a video game more like something it isn't?

EDIT:  Sorry for obviously missing some details of your earlier posts.  Often I quickly read these while I am waiting for my machine to do something at work, and I can skim over them quickly! :blush:


No worries

Modifié par batlin, 28 juin 2012 - 07:33 .


#541
Sylvius the Mad

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Allan Schumacher wrote...

In the future though, I'd hesitate telling me how I am feeling about something though. To be perfectly frank I find your attempts to read my mind and to rationalize my own decisions start to cross the line of what I consider constructive conversation.

Wait, let me say that again in a less inflammatory way.

Fundamentally, I'm saying that your preferences, or your accounts of your preferences, lack philosophical rigour.  Now, maybe you don't care that your preferences about computer games lack philosophical rigour, but someone might.

Chances are, the positions you've advanced here are shared by others who haven't bothered to post because you're already saying what they would want to say (maybe better).  But if I can find fault with your position, then through that maybe I can persuade them.

I'm here to change minds.  I know you're not making a game for me.  You're not making a game for any one person; that would be stupid.  But by changing minds, I can move the margins of opinion within your consumer base.  Moving the margins moves the median, and you care about the median.

The reason we got to this point was because you engaged me long enough for us to find the crux of our disagreement.  The two most common disagreements to my approach to dialogue (and you hit both of them) are the failure to realise that full-text options allow abstraction just like keywords do, and what I see as a fundamental misunderstanding of how human interaction works.

Investigating that second one any further typically turns into a technical discussion of neuroscience.

Modifié par Sylvius the Mad, 28 juin 2012 - 07:49 .


#542
Allan Schumacher

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Lol, so the solution could maybe be to have mood icons AND fully written-out dialogue options?


I've considered suggesting this, but have been assured by many on these boards that icons have no place whatsoever haha.


And it worked great despite having a silent protagonist. Again, I'd be surprised if anyone actually complained about that in KotOR. Voiced protagonists weren't exactly an unheard of thing back in 2003.


You know what's interesting though? KOTOR literally was the game that changed how I played RPGs. But I don't actually remember Revan's speech. I do remember Shepard's speech. I remember Thorton stating "Leland... I'm going to kill you." I remember JC Denton saying "Surrrre" when trying to smooth talk a girl (I actually remember a lot of JC lines but probably for more the "wrong" reasons lol). I probably remember more lines that Minsc said as opposed to lines that the Bhaalspawn said.

My memories from the text only RPGs tend to be more along the lines of the actions and accomplishments that I did, not with the lines of dialogue that I spoke. Heck, in replaying Fallout 1 recently I realized I didn't remember how simplistic their conversations actually tended to be. It's still one of my favourite games of all time. The only two lines that ever left an impression on me are "Wubba" and the line where the player tells Gizmo to repeat what he just said, but this time speak closer to the lapel.

My memories in games that have quality (or in the case of the original Deus Ex, even dubious... lol) voice acting lines not only allow me to have fond memories of the actions and accomplishments that I've said, but also of the lines that were spoken by me. I often associate memories with emotional context (and when I do I tend to remember them quite well), and I also enjoy when a game illicits an emotional response from me. This is probably why I find myself enjoying full VO even if it ends up placing restrictions on the the variability of the PC. Yes, I have to accept that Hawke has a specific voice, but I also easily remember how cold it felt when he turned to his grieving mother and said "I'm sorry I'll come back when you're less maudlin" (cementing him as JerkHawke in my mind).

Maybe it has more to me being an audio/visual person? I actually don't read many books, though that didn't mean I didn't read a lot... I just did the reading in video games.

#543
Sylvius the Mad

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Allan Schumacher wrote...

I also enjoy when a game illicits an emotional response from me.

This is why we will never agree.

#544
Allan Schumacher

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I find the RPG segment to be among the most versatile, which is why I like it so much. A lot of things for a lot of different people with a variety of tastes.

#545
batlin

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Allan Schumacher wrote...

I've considered suggesting this, but have been assured by many on these boards that icons have no place whatsoever haha.


Probably because having both mood icons and full sentences would be redundant. I prefer full sentences because unless you take it as meaning the PC is kidding, there is no uncertainty what the dialogue would be whereas mood icons coupled with blubs are still unecessarily vague.

You know what's interesting though? KOTOR literally was the game that changed how I played RPGs. But I don't actually remember Revan's speech. I do remember Shepard's speech. I remember Thorton stating "Leland... I'm going to kill you." I remember JC Denton saying "Surrrre" when trying to smooth talk a girl (I actually remember a lot of JC lines but probably for more the "wrong" reasons lol). I probably remember more lines that Minsc said as opposed to lines that the Bhaalspawn said.


Well yeah, spoken words stick with you longer than written words. It's just how our minds work. It's also why when someone says "think of an elephant" you think of an image of an elephant rather than the word "elephant". But I don't see what that has to do with the experience of the words then and there, nor why again elements unique to video games must be sacrificed to make them more like movies.

BUT it's totally not true that words you read cannot stick with you long as well. And as you said, you still remember your actions and accomplishments in games where the PC in silent.

Modifié par batlin, 28 juin 2012 - 08:13 .


#546
Maria Caliban

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Jerrybnsn wrote...

Is VO a must for DA3?

Yes.

#547
Allan Schumacher

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Well yeah, spoken words stick with you longer than written words. It's just how our minds work.


Is this actually true? It's been a looooooong time but I thought studies showed that people had better retention rates when reading something compared to listening to something.

But I don't see what that has to do with the experience of the words then and there, nor why again elements unique to video games must be sacrificed to make them more like movies.


The easy and boring is answer maybe just that I enjoy it more? I don't consider having a lack of VO to be an essential part of a video game that makes it unique, but I infinitely prefer playing an RPG to watching pretty much any movie. My favourite story in any medium is Planescape: Torment.

Likely depends on our motivations for playing games in general.

#548
Fallstar

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[quote]batlin wrote...

[quote]Allan Schumacher wrote...

I've considered suggesting this, but have been assured by many on these boards that icons have no place whatsoever haha.[/quote]

Probably because having both mood icons and full sentences would be redundant. I prefer full sentences because unless you take it as meaning the PC is kidding, there is no uncertainty what the dialogue would be whereas mood icons coupled with blubs are still unecessarily vague.
[/quote]
If you had a silent protagonist, then the tone icons would be redundant, and would actually detract from the experience. With a voiced protagonist and full text combo, you could have indicators that could solve Allan's issue for example by showing when that full line is sarcastic. As a matter of fact, with a VP and full dialogue combo I'd definitely support having tone indicators. 

[/quote]

[quote]Maria Caliban wrote...

[quote]Jerrybnsn wrote...

Is VO a must for DA3? [/quote]
Yes. [/quote] 

http://puu.sh/Eg6N 

#549
batlin

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Allan Schumacher wrote...

Is this actually true? It's been a looooooong time but I thought studies showed that people had better retention rates when reading something compared to listening to something.


I've only ever read about how pictures like diagrams or other visual representations stay with you longer than oral information does. Having to read something oneself gives even less retention than that.

I would say I read pretty often and I almost always prefer book versions to movies, but when I read Return of the King I totally forgot the words Aragorn speaks before they charge into Mordor. Since I saw the movie adaptation, I can remember them very clearly.

The easy and boring is answer maybe just that I enjoy it more? I don't consider having a lack of VO to be an essential part of a video game that makes it unique, but I infinitely prefer playing an RPG to watching pretty much any movie. My favourite story in any medium is Planescape: Torment.


That's an answer I'm sure. Although let me ask this: In two years after DA:O's release, how many people complained about the silent protagonist versus the amount that has complained about DA2's voiced protagonist thusfar?

Modifié par batlin, 28 juin 2012 - 08:45 .


#550
AkiKishi

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wsandista wrote...

batlin wrote...



I don't. See the list of RPG series' I made that are both epic and cinematic with a silent protagonist.



I agree with most of what you say, but I have to admit there is a difference between cinematic sequences in a game and a cinematic game. In that list you had, most of the story telling is done through dialogue and/or text. Cinematics are just eye-candy and not what really drives the story.

In a cinematic game, cinematics are the means of story-telling. There are no more "just conversations", but everything is now a cinematic, packed full of characters(including the PC) performing actions that are often too complex to allow fine player control over them.

I think this should be more of a debate over "Fixed PC or Player-Generated PC", because it is almost impossible to have a Player-Generated PC who isn't broken in a cinematic game. If they insist on having voiced PCs and cinematic games, Bioware should just have completely fixed PCs.


Play out any of the earlier FF's cutscenes and compare with FFX onwards and there is definately something missing. Of course in FF there is no downside to voicing because it's all scripted.

Voicing is now the norm. While you will still find non cinematic games which won't use PC voices I doubt you will find a recent cinematic game that does the same.

Modifié par BobSmith101, 28 juin 2012 - 09:48 .