Cstaf wrote...
Interesting read Sad Dragon. I have a question regarding one of your elements you discuss in your blog, namely the dialogue. I have always drawn the line of whether a game is a RPG or not if the game is "assuming direct control" ( read that in Harbingers voice!). Now, DA:O did this a couple of times in the cinematic but i wasn't terribly bothered about it since the warden never did anything that can be classyfied as gamebreaking, in my opinion. Auto-dialogue on the other hand is gamebreaking for me no matter what the protagonist is saying.
But back to the question of dialogue. Do you consider the paraphrasing, that is not knowing exacly what the protagonist will say, takes away sufficient control of your character for it not to be a RPG? For me it stops being a RPG with paraphrasing and instead it turns to a interactive game.
First i would like to say I automatically read "assuming direct control" in Harbingers voice XD
As for the paraphrasing: Some games have made it work -- sadly Bioware seems to have a lot of trouble with the paraphrasing sadly. There are three games the comes to mind that did it well enought that it didnt bothere me throughout the game. These are Alpha Protocol, Deus Ex: Human Revolution and The Witcher 2. AP and DE:HR had a much different approach to the paraphrasing then what we have seen in Bioware Games -- The Witcher 2 is closer to how Bioware does it.
As it is the closet to the Bioware formulae lets talk about The Witcher 2 first.
This suffers a bit from having a preestablished character, as such the autodialogue didnt bother me so much as it was part of his the overarching personality of the character. The paraphrases here were also a bit longer then the 1-2 words of the Bioware conversation-wheel which allowed for some more clarity in what you wanted to say. This extra clarity allowed for more 'control' over what the character said and even the auto dialogue felt in line with the general mood of the choice you made.
On the other side of the spectrum is Alpha Protocol and Deus Ex: Human Revolution that doesn't have any words in their version of the paraphrasing mechanic -- instead opting for using intent. This I felt worked surprisingly well as the exact words isnt as important as what im trying to achieve -- besides, the words are never mine to begin with. This method did away with the confusion that some of biowares tries at Paraphrasing has ran into, where you think you know what your character is going to say but they instead say something that might even be the opposit of what you thought -- im looking at you Dragon Age 2.
Deus Ex: Human Revolution took this one step further, iirc, and let you see the actual line you where going to say if you hoovered over a choice long enough -- though this still didnt take into account the autodialogue, but the intent was already there so again i never had a problem with it.
The main issue with paraphrasing might be that at first glance it take away the choice of personailty from the player. I dont really think this is that big of an issue. Geralt might be the most fixed character of the once I have described but you still get to control him and much of his philosophical stance is still up to you. Personally I feel that a voiced protagonists take away more personality from the player than the paraphrasing.
I feel that autodialogue can work. For me it is more how it is implemented that is the problem. If it is still tied in with the choice you made I have no trouble with it.
Ex:
Player choose to be agressive: "Be quiet! I am tired of hearing your voice"
NPC: "You cant--"
PC: "I said, be quiet!"
Mass effect might have handled this with an interupt but I would have no problem with it being done with autodialogue as long as I have made the intent clear. It can make the dialogue feel more natural (if they can get the interuption timing right) and I still feel like I was the one in control.
If however there are no ties to the choice there can be a disconnect. Now I'm ok with some of this myself as you can use it for basic exposition. To use the example above again:
Player choose to be agressive: "Be quiet! I am tired of hearing your voice"
NPC: "You cant--"
PC: "I said, be quiet! You think you can walk all over the folks down there, and that everyone would love your for it? People are starving and you think you are untouchable, well let me show you just how untouchable you are..."
I would still be OK with something like that myself. If however the autodialogue were to become friendly with the NPC, then I would considere that autodialogue flawed beyond repair (with the exception of a compleet rewrite).
I should probably stop now before this gets way to long XD
-TSD