

I'd also be supportive of Deus Ex: Human Revolution's full text type of dialog options.
I think one thing that BioWare could take from Alpha Protocol (if not the dialog system or attention to overarching C&C) is how they handle letters/emails.


wsandista wrote...
I like Crusty's idea, it sounds like a great alternative to the dialogue wheel.
Modifié par BobSmith101, 28 juin 2012 - 01:48 .
Modifié par AmstradHero, 28 juin 2012 - 01:53 .
Modifié par CrustyBot, 28 juin 2012 - 02:07 .
CrustyBot wrote...
Doesn't need to be 8 options, the idea was that it used a configuration that allowed for up to 8. Unless there's some sort of need of visual symmetry, then having 3-5 options for most dialog prompts would be reasonable. If there was need for symmetry, a full text list suffices. The wheel is merely UI.
The screen real estate issue was I believe the one that David Gaider stated as a reason that it wouldn't work, so I'm not exactly suggesting a 1-1 implementation.
Still, I think the idea has merit.
By that, I mean dialog options that amount to a thought process. Ultimately, the reason why paraphrasing doesn't work for people is because they feel like there's a level of ambiguity in what they're character's going to say. I believe this accomplishes the clarity necessarily, without suffering the same problems that full text does (repetition issues).

Modifié par CrustyBot, 28 juin 2012 - 02:55 .
in fact 8 choices is awfully limiting and just a bit better than 3. Baldur's Gate 2 got up to 15-20. Planescape got 24 as far as I remember. Better a lot of text and good game, than 3 lines and Dragon Age 2. Also, if they managed to create RPG with a lot of text back then, why can't they do so now?AmstradHero wrote...
Sure it's great (and again, it's more like Alpha Protocol), but it has other problems. The two biggest ones that come to mind are:
1) Eight choices. That will lead to a combinatorial snowball in no time at all. (Personally, I prefer delivering more than three choices per dialogue option in my mods, but I can assure you that leads to a LOT of writing and a lot of work overall. Eight choices, especially *meaningful* choices, would be an obscene amount of work).
It is always better to sacrifice space and made game more functional, than keep a beautiful screen where all you can do is bash one awesome button.AmstradHero wrote...
2) Screen real estate. That's going to take up a lot of room. This might seem like a trivial thing, but when you take in account different systems, screen sizes, resolutions and the like, it becomes important.
Actually, it's still a dialogue wheel with paraphrases. just 2 more options for disalogue wheel to choose from.BobSmith101 wrote...
It IS the dialogue wheel. But it is an alternative to paraphrasing.
CrustyBot wrote...
Still, I wouldn't mind seeing a defined PC in Dragon Age 3, FWIW. Still think BioWare either needs to take a look at what constitutes as good RPG gameplay, and implement it, or ditch the genre altogether. In either case, a defined PC might help.
Fast Jimmy wrote...
Did Sylvius draft this up?
Baldur's Gate 2 got up to 15-20. Planescape got 24 as far as I remember. Better a lot of text and good game, than 3 lines and Dragon Age 2. Also, if they managed to create RPG with a lot of text back then, why can't they do so now?
TonberryFeye wrote...
Welcome to real life. I know people who I would very much like to be going out with, and have felt this way for years (and said as much more than once) and it never gets anywhere. The characters you mention are no different.karushna5 wrote...
No please! I don't understand why people want no flirt option. I hate being ninjamanced, and that can't happen in DA2 because of clear parameters. Get rid of the other icons but please, me and my roommate were so relieved to get the hearts. Every game where you can play out a romance a ninjamance happens because I was nice.
In fact, these "ninja romances" are part of why Origins was great, and DA2 was not.
In Origins, a romance (or at least a sexual encounter) could occur whenever the other guy/girl was interested. Whether or not you are interested is for you to decide, but that's life. Sometimes you ask your 'true love' out on a date and they shoot you down. Sometimes someone you don't care about confesses they think you're their soulmate.
DA2 annoyed the ever-loving hell out of me because romances felt so damn forced. "I'm sorry, but you can't be romantically involved with Fenris because you didn't pick the Luvvy-Duvvy conversation option the first time it came up!" Well I'm sorry, but I didn't have much of an opinion on the guy back then and I wasn't willing to shag a stranger!
The "romance" option in the dialog wheel is just... it's just terrible. I hated how it turns romances into a sidequest; something missable that can only be done when Bioware says so. Origins? Vastly superior. Yes, it was a little prone to abuse in that you could spend an hour chatting, throw some gifts their way and then either dive straight into bed or go do a sidequest first, but the point is that most people I know scored relationships slowly over time - the odd conversation here and there, questing with the character, giving the odd gift and then allowing the bond to form organically.
My current playthrough has me romantically involved with Alistair, despite the fact I set out with the mindset of "A Dwarf would never want to sleep with an Elf or Human." I didn't plan on that happening, but it would never have happened at all if Origins insisted on putting a giant pick loveheart on screen next to the "PICK THIS TO PLAY THE ROMANCE MINIGAME" text option.
Modifié par harkness72, 28 juin 2012 - 11:28 .
BobSmith101 wrote...
wsandista wrote...
I like Crusty's idea, it sounds like a great alternative to the dialogue wheel.
It IS the dialogue wheel. But it is an alternative to paraphrasing.
Cultist wrote...
(snippage)
Remove the icons, at least make people read the lines. They are not mentally challenged imbeciles, who can't understant or figure the meaning of the phrase. make them analyze the dialogue they are in, even the primitive ones we got iin DA2.