Auto-dialogue is a bogus complaint.
#176
Posté 13 août 2012 - 12:49
The auto dialogue in 3 makes the conversations flow so much better, and allows for more interesting stuff, like the characters walking around the room while talking. I'd much rather have this, than three options that says the same thing, and breaks the flow of the conversation.
#177
Posté 13 août 2012 - 01:07
Modifié par Darth Death, 13 août 2012 - 06:09 .
#178
Posté 13 août 2012 - 03:04
Pitznik wrote...
I didn't backpeddle, it is you who is trying to make my arguement much more radical than it was, all the time presuming something about why I play the game or why I pick some choices over another. When the purpose of dialogue is to only move conversation forward, the autodialogue should be used, just like you can have options in more traditional RPGs of "go on" or "what happened next?", its only purpose being breaking up what other character says into something less than walls of text.Tritium315 wrote...
So now if a conversation is interesting it's okay? You've backpeddled so much to try and justify your original argument that you're basically saying what I've been saying. Dialogue should be it's own reward; that's the point of an RPG, and choices within said dialogue should be there for the purpose of allowing you to define your character.
Pitznik wrote...
Yes. That would exactly make it worth having that choice in the first place.Tritium315 wrote...
Wait, so all you need to have a choice be defined as meaningful is for there to be a minor alignment change? So if there were tiny renegade/paragon rewards for every single convo with multiple choices you'd be all about it, but not with having the choices simply being there?
It's hard not to make your argument sound stupid when you say **** like that. If the options in a conversation are: Yea! (+1 paragon), Hell yeah! (+1 renegade), and Okay (no change) even I would say that's a pointless choice, but for you it would apparently be meaningful since there's some alignment change involved with it.
Pitznik wrote...
Tritium315 wrote...
There is no such thing as "good roleplaying" and there should be no reward; that's the point. Your "reward" is how the game plays out and how characters respond to the different things you say.
Of course there is, if you really have some sort of motivations or vision of your character in your head when you're playing. If one conversation you strongly support something, just to stop supporting it seconds later, that is a bad roleplaying.
Since you love alignments you should know that in that case you're roleplaying someone that's chaotic neutral. Additionally, if your motivations are "I wanna be a good guy" then you wouldn't make that choice unless you're purposely trying to break the game (in which case you're not exactly roleplaying anymore, are you). Adding paragon/renegade just assumes the player is an idiot by color coding the choices (This is the good guy choice little Timmy, pick blue if you want to be GOOD).
Pitznik wrote...
Even if this is logical, it kill replayability a bit - every Shepard in ME3 has pretty much the same exact options available. On the other hand, ME2 and ME1 rewarded extreme viewpoints. I see both good and bad sides of this system, but I wouldn't like it removed entirely, because that just takes away one layer of the game.Tritium315
Personally I'd have been a hell of a lot happier with ME without the paragon/renegade system. If ME3 did one thing right it was how they overhauled that awful mess. Simply because I decided shoot a ****load of people in one situation shouldn't mean that I'm all of a sudden incapable of being charming in a different one. Hell, in real life sociopaths are often extremely charming individuals.
It doesn't kill replayability at all. Having an awful story kills replayability. Replaying a good game is like rewatching a good movie or rereading a good book. Everytime I replay PST I end up as chaotic good because that's the story I enjoy experiencing.
#179
Posté 13 août 2012 - 03:13
#180
Posté 13 août 2012 - 03:14
Modifié par BD Manchild, 13 août 2012 - 03:14 .
#181
Posté 13 août 2012 - 03:15
Don't wanna romance Liara? Too bad!
#182
Posté 13 août 2012 - 03:23
I don’t mind in ME3 as Bioware’s Shepard is how i play Shepard but i can understand how upset people are if their Shepard is different.
#183
Posté 13 août 2012 - 03:30
Modifié par Apocaleepse360, 13 août 2012 - 03:32 .
#184
Posté 13 août 2012 - 04:02
BaladasDemnevanni wrote...
Auto-dialogue is a perfectly valid complaint, particularly if you enjoy the interactive nature of conversations and when autodialogue exists far and beyond what either ME1 or 2 included.
A lot of times, the interactive nature was kind of an illusion since you just got the same responses after you exhausted the dialogue options with a character. You'd spend unnecessary time figuring out that the character had nothing new to say.
#185
Posté 13 août 2012 - 04:14
I hate it , i hate it and i hate it.
Sometimes it does work and that ok.
But its overused so much, it gives Shepard a personality i never thought he would have.
#186
Posté 13 août 2012 - 04:19
That is really awful example, yet it still makes more sense that than just Yea!/Hell yeah!/Okay! without anything. Either meaningful, or just skip it, my original arguement. But this example makes as much sense for presenting my point of view as it does for presenting yours.Tritium315 wrote......
It's hard not to make your argument sound stupid when you say **** like that. If the options in a conversation are: Yea! (+1 paragon), Hell yeah! (+1 renegade), and Okay (no change) even I would say that's a pointless choice, but for you it would apparently be meaningful since there's some alignment change involved with it.
I should clarify - if you're intending to play lawful good, but you lie in situation when this lie is an obvious advantage, you should feel the consequences. That is what I consider bad roleplaying - jumping OOC for some immediate gain. You call it not roleplaying, I call it bad roleplaying.Tritium315 wrote......
Since you love alignments you should know that in that case you're roleplaying someone that's chaotic neutral. Additionally, if your motivations are "I wanna be a good guy" then you wouldn't make that choice unless you're purposely trying to break the game (in which case you're not exactly roleplaying anymore, are you). Adding paragon/renegade just assumes the player is an idiot by color coding the choices (This is the good guy choice little Timmy, pick blue if you want to be GOOD).
And yes, color coding/direction coding the paragon/renegade response is somewhat of autopilot, I'm guilty of making one important choice completely OOC because it was renegade on my first ME3 playthrough. But that is not what like about paragon/renegade system, quite the opposite.
That is you. But many people replay the game for a different experience, not for the repeat of the same, this is actually what people complain about in autodialogue. Having new options open as a different character is a good thing anyway, like discovering previously unseen interrupts in ME2.Tritium315
It doesn't kill replayability at all. Having an awful story kills replayability. Replaying a good game is like rewatching a good movie or rereading a good book. Everytime I replay PST I end up as chaotic good because that's the story I enjoy experiencing.
#187
Posté 13 août 2012 - 04:20
Gogzilla wrote...
Auto dialogue is the worst thing to ever happen to mass effect
I hate it , i hate it and i hate it.
Sometimes it does work and that ok.
But its overused so much, it gives Shepard a personality i never thought he would have.
Wait...what?
#188
Posté 13 août 2012 - 04:25
#189
Posté 13 août 2012 - 04:28
Master Che wrote...
A lot of times, the interactive nature was kind of an illusion since you just got the same responses after you exhausted the dialogue options with a character. You'd spend unnecessary time figuring out that the character had nothing new to say.
But that's not an argument in favor of autodialogue. That's an argument for Bioware removing responses once you've spoken to a character on a topic. Once I've spoken to Tali about Quarian politics, the conversation is over with.
An illusion is when the player believes he is influencing the conversation, but it's really following one track (Ex: Game gives three dialogue options, Shepard responds the same exact way, no matter what). This was an issue in ME1, but not as much in ME2 where it did a better job of blending cinematic nature with interactivity. The extent ME3 takes it to is unnecessary, imo.
It's not even about playing a consistent Shepard. It's about feeling actively involved at every point of the experience.
#190
Posté 13 août 2012 - 04:28
It's about as enjoyable as insomnia.
#191
Posté 13 août 2012 - 04:39
AngryFrozenWater wrote...
The OP thinks that interaction is the problem. That means he/she bought the wrong game.
Oh look, AngryFrozenWater purposely interpretting something she doesn't agree with into a complete falsehood.
Tell me more of your fascinating headcanon stories about Control/Synthesis while you're at it.
#192
Posté 13 août 2012 - 04:40
HYR 2.0 wrote...
AngryFrozenWater wrote...
The OP thinks that interaction is the problem. That means he/she bought the wrong game.
Oh look, AngryFrozenWater purposely interpretting something she doesn't agree with into a complete falsehood.
Tell me more of your fascinating headcanon stories about Control/Synthesis while you're at it.
#193
Posté 13 août 2012 - 04:45
BaladasDemnevanni wrote...
Master Che wrote...
A lot of times, the interactive nature was kind of an illusion since you just got the same responses after you exhausted the dialogue options with a character. You'd spend unnecessary time figuring out that the character had nothing new to say.
But that's not an argument in favor of autodialogue. That's an argument for Bioware removing responses once you've spoken to a character on a topic. Once I've spoken to Tali about Quarian politics, the conversation is over with.
An illusion is when the player believes he is influencing the conversation, but it's really following one track (Ex: Game gives three dialogue options, Shepard responds the same exact way, no matter what). This was an issue in ME1, but not as much in ME2 where it did a better job of blending cinematic nature with interactivity. The extent ME3 takes it to is unnecessary, imo.
It's not even about playing a consistent Shepard. It's about feeling actively involved at every point of the experience.
I don't disagree that having meaningful diaglogue is better than auto-dialogue, but based on my experience with the last two games, I prefer to not spend my time sorting through dialogue options to find the new one and just to find out that it's the same options from the last conversation.
#194
Posté 13 août 2012 - 04:47
Pitznik wrote...
Tritium315 wrote......
It's hard not to make your argument sound stupid when you say **** like that. If the options in a conversation are: Yea! (+1 paragon), Hell yeah! (+1 renegade), and Okay (no change) even I would say that's a pointless choice, but for you it would apparently be meaningful since there's some alignment change involved with it.
That is really awful example, yet it still makes more sense that than just Yea!/Hell yeah!/Okay! without anything. Either meaningful, or just skip it, my original arguement. But this example makes as much sense for presenting my point of view as it does for presenting yours.
It makes zero sense either way; if you think some arbitrary alignment gain suddenly makes the choice meaningful then that's just idiotic.
Pitznik wrote...
Tritium315 wrote......
Since you love alignments you should know that in that case you're roleplaying someone that's chaotic neutral. Additionally, if your motivations are "I wanna be a good guy" then you wouldn't make that choice unless you're purposely trying to break the game (in which case you're not exactly roleplaying anymore, are you). Adding paragon/renegade just assumes the player is an idiot by color coding the choices (This is the good guy choice little Timmy, pick blue if you want to be GOOD).
I should clarify - if you're intending to play lawful good, but you lie in situation when this lie is an obvious advantage, you should feel the consequences. That is what I consider bad roleplaying - jumping OOC for some immediate gain. You call it not roleplaying, I call it bad roleplaying.
Actually, I'd call it not roleplaying a lawful good person. Plenty of people in real life are only nice when it suits them. If you do that in game then you're not going OOC; you're just roleplaying a dick who's only nice to people when it's convenient.
Pitznik wrote...
That is you. But many people replay the game for a different experience, not for the repeat of the same, this is actually what people complain about in autodialogue. Having new options open as a different character is a good thing anyway, like discovering previously unseen interrupts in ME2.Tritium315
It doesn't kill replayability at all. Having an awful story kills replayability. Replaying a good game is like rewatching a good movie or rereading a good book. Everytime I replay PST I end up as chaotic good because that's the story I enjoy experiencing.
The point is a good story breeds the desire to replay the game; not arbitrarily locking out content based on a morality system. It makes no sense that because I was nice in a certain situation I'd all of a sudden be incapable of smashing some dude in the face later on (You're not renegade enough to pistol whip this ****, sorry).
#195
Posté 13 août 2012 - 04:47
#196
Posté 13 août 2012 - 04:49
To be blunt, I'd take the old system over the new one if it means that my Shepard does not feel as "canon" as he does in ME3. It's the lesser of the two evils.
#197
Posté 13 août 2012 - 04:58
#198
Posté 13 août 2012 - 05:04
Brovikk Rasputin wrote...
Agreed, OP.
The auto dialogue in 3 makes the conversations flow so much better, and allows for more interesting stuff, like the characters walking around the room while talking. I'd much rather have this, than three options that says the same thing, and breaks the flow of the conversation.
I feel the same way, I think some people feel that they should control every single word that comes out Shepard's mouth.
#199
Posté 13 août 2012 - 05:09
No one is saying the dialogue wheel didn't have flaws previously, or that the choices couldn't have been improved and responses made more distinct and different.
ME3 dosn't even attempt to improve it though, it just takes it away almost entirely.
And the whole argument about 'cinematic flow' is total bollocks. If you want that, play literally any other game. Mass Effect was appealing precisely because of its dialogue choices and ability to craft a character the way you wanted, more or less. Taking that out just cheapens the game and makes it far more generic.
Frankly Shepard should never express an opinion without the player being asked what it should be. If you want that choice taken away, so you can pretend you're playing Space Uncharted, turn on Action Mode.
Modifié par Total Biscuit, 13 août 2012 - 05:11 .
#200
Posté 13 août 2012 - 05:57
Master Che wrote...
I don't disagree that having meaningful diaglogue is better than auto-dialogue, but based on my experience with the last two games, I prefer to not spend my time sorting through dialogue options to find the new one and just to find out that it's the same options from the last conversation.
But what I'm getting at is, how are the two specifically related? Autodialogue provides a solution, but not the only solution or even the best solution. A better organized dialogue wheel can already clear up all those problems, so we don't have redundant conversations, which has been an annoying inconvenience of Bioware games.
Ex: If there's nothing left to talk about with Tali, we don't really need a dialogue option asking "So how've you been Tali?". That's the kinda stuff that led to all those calibration jokes from Garrus in ME3, since it was a waste of the player's time. .
Modifié par BaladasDemnevanni, 13 août 2012 - 05:58 .





Retour en haut







