Is VO a must for DA3?
#651
Guest_simfamUP_*
Posté 22 septembre 2012 - 07:22
Guest_simfamUP_*
#652
Posté 22 septembre 2012 - 07:36
#653
Posté 22 septembre 2012 - 07:51
Jerrybnsn wrote...
No. I've been playing the beejeezus out of Skyrim without a VO and feel no loss without it.
really ? Thats also one of the reason I think its a complete wast of time an money and I wont even look at it ..
Modifié par NovaBlastMarketing, 22 septembre 2012 - 07:53 .
#654
Posté 22 septembre 2012 - 07:55
#655
Posté 22 septembre 2012 - 08:11
Anyway, the chances of creating disappointment with the main character having a VO is greater than with a main character that is silent. You only get one option to have a voice actor that will be liked, but any disappointment in the SP personality lies solely on the player themselves.
Modifié par Jerrybnsn, 22 septembre 2012 - 08:12 .
#656
Posté 22 septembre 2012 - 08:19
While I can sympathize with some people's "It's not MY character because they never would have said that" I can point out a lot of instances in silent games where my character never would have said lines, too. Probably more.
#657
Posté 22 septembre 2012 - 08:21
simfamSP wrote...
No. Any RPG, cinematic or otherwise, can do without a VA.
Alpha Protocol and The Witcher.
Modifié par Dave of Canada, 22 septembre 2012 - 08:21 .
#658
Posté 22 septembre 2012 - 08:22
With voice you apparently have to have paraphrase instead of the full text, making the dialogue system a guessing game. You are stuck with one race due to the difference in voices of the races, cost of voice acting and (maybe?) space on disc. And this might be a problem unique to me; but i've never played a game with a voiced protagonist where he/she felt like mine and not the voice actor and writers. However, if i one day play a game where a voiced protagonist feels like mine i would wager a months pay that it will be made by Bioware.
#659
Posté 22 septembre 2012 - 08:25
Sopa de Gato wrote...
As mentioned, the real problem with silent protagonists is that in games like DA/ME/etc you actually see your character. It's not just talking heads like the original Fallout (or Skyrim, I suppose) or zoomed out sprites/models like BG or NWN. It just looked awkward in DAO whenever it would cut to the Warden standing there like a goon with his/her mouth gaping open.
While I can sympathize with some people's "It's not MY character because they never would have said that" I can point out a lot of instances in silent games where my character never would have said lines, too. Probably more.
Totally agree. The silent protagonist was my biggest problem with DA:O and I'd hate to have to go back to it.
#660
Posté 22 septembre 2012 - 08:26
Sopa de Gato wrote...
As mentioned, the real problem with silent protagonists is that in games like DA/ME/etc you actually see your character. It's not just talking heads like the original Fallout (or Skyrim, I suppose) or zoomed out sprites/models like BG or NWN. It just looked awkward in DAO whenever it would cut to the Warden standing there like a goon with his/her mouth gaping open.
While I can sympathize with some people's "It's not MY character because they never would have said that" I can point out a lot of instances in silent games where my character never would have said lines, too. Probably more.
They solved this quite well in DA:O by having the camera over the shoulder 95% of the time during dialogue. But i agree that sometimes during cinematic the warden could look awkward just standing there. That's why they should have made someone else the focus of the cinematic like they did with Alistair/Anora during the attack on Denerim, which is probably my favourite cinematic in any game.
#661
Posté 22 septembre 2012 - 08:48
Sopa de Gato wrote...
. It just looked awkward in DAO whenever it would cut to the Warden standing there like a goon with his/her mouth gaping open.
But Hawke also stood there like a goon with his/her mouth gaping open before you selected your dialogue to be spoken. The difference is that once you select your response with your Warden the npc automatically comes back with their response instead of you watching how the VO and cinematic art directors deliever a line.
#662
Posté 22 septembre 2012 - 08:52
Jerrybnsn wrote...
But Hawke also stood there like a goon with his/her mouth gaping open before you selected your dialogue to be spoken. The difference is that once you select your response with your Warden the npc automatically comes back with their response instead of you watching how the VO and cinematic art directors deliever a line.
Hawke stands there while you're picking a line, he doesn't stand there idley in the middle of conversation though. Hawke interjects and the conversation "flows" better, rather than the conversation coming to a sudden halt as the Warden has to pick a line.
The Landsmeet was a brilliant scene, though the flashes to the Warden's blank soulless stare and never involving themselves into the scene hindered it (in my opinion) from the greatness it could've achieved. Most of Origins has the problem which shows it's written in pauses or replaces a player line with an npc interjecting instead.
I love both approaches but there's some strengths which voiced has that unvoiced doesn't.
#663
Posté 22 septembre 2012 - 09:02
Dave of Canada wrote...
Hawke stands there while you're picking a line, he doesn't stand there idley in the middle of conversation though.
So does the Warden stand there while your picking your line. The difference is that I instantanoulsy imagine my warden delivering a line in the matter of personality that I see and hear them speaking. Then the NPC automatically responds, I don't have to watch and listen to the cinematic art director and voice actor carry out my chosen line for me. Conversations were much more fluid in the role playing experience to me in this manner.
Hawke interjects and the conversation "flows" better, rather than the conversation coming to a sudden halt as the Warden has to pick a line.
Are you speaking of the random sequences when Hawke will go into auto-dialogue without your input?
Modifié par Jerrybnsn, 22 septembre 2012 - 09:03 .
#664
Posté 22 septembre 2012 - 09:06
#665
Posté 22 septembre 2012 - 09:17
Voice over or not, if it isn't done right, it only severely hurts the game. My rule: do it right, or don't do it at all.
#666
Posté 22 septembre 2012 - 10:12
#667
Posté 22 septembre 2012 - 10:22
Basically i play Bioware games for the story, and the chitchat between characters. Building relations, and trying to make MY protagonist as much to the character I want that person to be. I would call them interactive stories, not RPGs. Simply because i dont think RPGs should be stretched so far, and the reason for playing RPGs are different from what i want to get out of Bioware games.
Now do the VO need improvments. Most definatly. Do i want a SP in Bioware games? NO! Because it wouldnt make the same impression on me then. When I play the game mostly for dialouge and story, it won't work if the person im supposed to be in that game don't interact like a bloody person, but a mute puppet.
But as i said, the VO needs work. They need more realistic options. I think the one option that was missing that grated me more then anything else was in DA 2, after that b***tch!!! peatrice tried to use my character. They should either just have had her flee, or included an option to kill her. Not that that directly is a problem with the VO, but the VO needs to add more realistic reactions both in speech, and action (because the dialouges since ME 1 is about interaction, not just that you character can speak).
#668
Posté 22 septembre 2012 - 10:27
Sylvius the Mad wrote...
There is no benefit to forcing the PC to be the leader. So overhauling the dialogue system specifically to accommodate that is awfully misguided.
If you can't honestly see the benefits of having the PC as the leader, you're not thinking hard enough, and you're projecting your own extreme 'it must be MY WAY OR NOTHING' view of roleplaying as gospel.
#669
Posté 22 septembre 2012 - 11:05
With voiced BioWare character - you are just playing another pre-defined character, like some temporary controlled NPC.
#670
Posté 22 septembre 2012 - 01:02
Adanu wrote...
Sylvius the Mad wrote...
There is no benefit to forcing the PC to be the leader. So overhauling the dialogue system specifically to accommodate that is awfully misguided.
If you can't honestly see the benefits of having the PC as the leader, you're not thinking hard enough, and you're projecting your own extreme 'it must be MY WAY OR NOTHING' view of roleplaying as gospel.
+1 and Undeniable Truth Acheivement worth 50,000 Gamerscore:D
#671
Guest_Mikael_Sebastia_*
Posté 22 septembre 2012 - 01:13
Guest_Mikael_Sebastia_*
Modifié par Mikael_Sebastia, 03 novembre 2012 - 03:01 .
#672
Posté 22 septembre 2012 - 02:50
#673
Posté 30 janvier 2013 - 01:59
#674
Posté 30 janvier 2013 - 02:13
Cultist wrote...
Well, BioWare decided to turn Dragon Age into a interactive cinematic, and thus, you are not allowerd to play "your" character. So no matter the story you will be forced to play some voiced semi-fixed Inquisitor. The difference with Deus Ex and Witcher is that they stated openly that they have fixed protagonist.
With voiced BioWare character - you are just playing another pre-defined character, like some temporary controlled NPC.
I have to agree and disagree with you on that. I admit that I felt less invested in "Hawke" than I did with my DA:O character since Hawke had so many fixed elements of his/her background and history. However, BioWare still allows a lot more customization than the other titles you mention, such as Hawke's gender, sexuality, class and attitude. I mean, there is no way to play The Witcher except as a grim womanizer, and there isn't the same choices in developing your character's skills.
I wouldn't want to see Dragon Age just become some kind of adventure game, rather than an RPG, but I really like the cinematics and feel they add to the experience.
#675
Posté 30 janvier 2013 - 03:00
I'm playing Kotor and my mute Jedi annoys me so much that I am having to drag myself to the finish line.





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