Aller au contenu

Photo

To those who say "Stop whining! auto-dialogue totally doesn't matter"


  • Veuillez vous connecter pour répondre
189 réponses à ce sujet

#151
CronoDragoon

CronoDragoon
  • Members
  • 10 411 messages

o Ventus wrote...

Ticonderoga117 wrote...

inb4
"But it makes it more natural!"
"You don't need to choose every line!"
"It's boring!"
"I didn't mind it!"


Also "dialogue in ME1+2 was the same regardless of choice!" and "Shepard isn't 100% malleable as a character!"


Putting ib4 in front of valid responses doesn't invalidate them. It just means you already know a bunch of valid responses.

#152
alsonamedbort

alsonamedbort
  • Members
  • 519 messages

CronoDragoon wrote...

o Ventus wrote...

Ticonderoga117 wrote...

inb4
"But it makes it more natural!"
"You don't need to choose every line!"
"It's boring!"
"I didn't mind it!"


Also "dialogue in ME1+2 was the same regardless of choice!" and "Shepard isn't 100% malleable as a character!"


Putting ib4 in front of valid responses doesn't invalidate them. It just means you already know a bunch of valid responses.


This.

This is a popular trend on this forum now. "INB4 AN ARGUMENT I DON'T AGREE WITH MADE! HA! Now that argument is entirely invalid and I win."

#153
IanPolaris

IanPolaris
  • Members
  • 9 650 messages
My opinion: The person that thought that autodialog was a good idea (or had ANY place) in an RPG (other than very limited scenes), needs to be covered in honey and then buried up to their neck near a nest of ants.....fire ants.

-Polaris

#154
JamesFaith

JamesFaith
  • Members
  • 2 301 messages

IanPolaris wrote...

My opinion: The person that thought that autodialog was a good idea (or had ANY place) in an RPG (other than very limited scenes), needs to be covered in honey and then buried up to their neck near a nest of ants.....fire ants.

-Polaris


It always depends on specific game. For example Gothic had a lot of autodialog and still it is great RPG.

#155
tonnactus

tonnactus
  • Members
  • 6 165 messages

MegaSovereign wrote...



Also the reputation system is better than the old exclusively Paragon/Renegade system.


Of course it is. While i prefer dialogue skills like in the first game, at least i am not forced to be 100 percent paragon or renegade like in Mass Effect 2 to get all options.

in Mass Effect 2, players who developed a commander that was half
Renegade and half Paragon weren’t able to unlock many dialogue options.

http://press2reset.c...-mass-effect-3/

Its quite funny: Mass Effect 3 offers more freedom to roleplay Shepard, not less.

And by the way: Rpg isnt limited to what the character says and does, but also how he fights.

Mass Effect 3: More skills, and more branches to develop them.

Modifié par tonnactus, 24 août 2012 - 09:02 .


#156
tonnactus

tonnactus
  • Members
  • 6 165 messages

JamesFaith wrote...


It always depends on specific game. For example Gothic had a lot of autodialog and still it is great RPG.


Same thing for Deus Ex Human Revolution.

#157
wright1978

wright1978
  • Members
  • 8 115 messages

tonnactus wrote...

MegaSovereign wrote...



Also the reputation system is better than the old exclusively Paragon/Renegade system.


Of course it is. While i prefer dialogue skills like in the first game, at least i am not forced to be 100 percent paragon or renegade like in Mass Effect 2 to get all options.

in Mass Effect 2, players who developed a commander that was half
Renegade and half Paragon weren’t able to unlock many dialogue options.

http://press2reset.c...-mass-effect-3/

Its quite funny: Mass Effect 3 offers more freedom to roleplay Shepard, not less.

And by the way: Rpg isnt limited to what the character says and does, but also how he fights.

Mass Effect 3: More skills, and more branches to develop them.


There's no point in the tinkering they did to the reputation system because they removed out the neutral options and gutted the dialogue system, replacing it with auto-dialogue. At least in ME2 i at least got to select dialogue choice even if it had a non ideal reputation system where there were some paragon/renegade convo options that had minimum requirements to activate.

#158
tonnactus

tonnactus
  • Members
  • 6 165 messages

wright1978 wrote...
. At least in ME2 i at least got to select dialogue choice even if it had a non ideal reputation system where there were some paragon/renegade convo options that had minimum requirements to activate.


Try Mass Effect 2 without an import, dont be straight renegade or paragon,and tell me if you were able to choose Morinth over Samara.(or even able to resist the hypnose)
Or resolving the Tali Legion conflict without lossing the loaylity of one of them.

Then come back and tell me what freedom Mass Effect 2 offered when it came to not only to dialogue choices,but choices overall(where was the option to save Nassana Dantius?).
Hell,this game not even offered a sole survivor an option to confront the illusive man about what his organisation did to his squad.

Modifié par tonnactus, 24 août 2012 - 10:09 .


#159
wright1978

wright1978
  • Members
  • 8 115 messages

tonnactus wrote...

wright1978 wrote...
. At least in ME2 i at least got to select dialogue choice even if it had a non ideal reputation system where there were some paragon/renegade convo options that had minimum requirements to activate.


Try Mass Effect 2 without an import, dont be straight renegade or paragon,and tell me if you were able to choose Morinth over Samara.(or even able to resist the hypnose)
Or resolving the Tali Legion conflict without lossing the loaylity of one of them.

Then come back and tell me what freedom Mass Effect 2 offered when it came to not only to dialogue choices,but choices overall(where was the option to save Nassana Dantius?).
Hell,this game not even offered a sole survivor an option to confront the illusive man about what his organisation did to his squad.


Never not imported but I'm not arguing that ME2 reputation system was great or that ME3 would have served better. Even with those greyed out choices there are a ton of other dialogue choices during the game. Now maybe there should have been a sole survivor cono option with the TIm but there are dialogue options where player can reflect their relationship with TIM and ceberus which is a hell of a lot more than the railroaded piece of dren than ME3 offered.

#160
frostajulie

frostajulie
  • Members
  • 2 083 messages

WindfishDude wrote...

I agree. The dialogue wheel of ME1 is one of the best things I've come across in a modern RPG and even though I had my issues with ME2's action-focused/corridor shooty build-up, the game still had an incredibly rich dialogue wheel, that surpassed it's predecessor and it introduced Interrupts into the mix. It was a game saver for me, and it's prolly the biggest reason why I managed to love ME2 as much as I did(do).

ME3 took all that away. Even the interrupts where played down. They had the gall to promise new things with this feature, with James Vega sparring, but like almost everything in ME3, it went nowhere.

The measly dialogue wheel, combined with rampant auto-dialogue makes me shake my head in disbelief at ME3.
The worst thing is, while Shepard is on auto-speak, you can still hear weird transitions, where a dialogue option would've fit in. It feels like a cut-up and reassembled dialogue system.


And this is also a huge reason why replay of ME3 is so hard  that with the fail of an ending makes this game NOT worth the money I spent on it.  I mean at least I can refuse now but still...

#161
IanPolaris

IanPolaris
  • Members
  • 9 650 messages

JamesFaith wrote...

IanPolaris wrote...

My opinion: The person that thought that autodialog was a good idea (or had ANY place) in an RPG (other than very limited scenes), needs to be covered in honey and then buried up to their neck near a nest of ants.....fire ants.

-Polaris


It always depends on specific game. For example Gothic had a lot of autodialog and still it is great RPG.


I simply can't agree with this.  If I wanted to watch a film, I'd watch a film.  When I want to play an RPG, I want to play an ROLE-playing game and that means I make my own dialog decisions.  It's that fundamental.

-Polaris

#162
IanPolaris

IanPolaris
  • Members
  • 9 650 messages

wright1978 wrote...

tonnactus wrote...

MegaSovereign wrote...



Also the reputation system is better than the old exclusively Paragon/Renegade system.


Of course it is. While i prefer dialogue skills like in the first game, at least i am not forced to be 100 percent paragon or renegade like in Mass Effect 2 to get all options.

in Mass Effect 2, players who developed a commander that was half
Renegade and half Paragon weren’t able to unlock many dialogue options.

http://press2reset.c...-mass-effect-3/

Its quite funny: Mass Effect 3 offers more freedom to roleplay Shepard, not less.

And by the way: Rpg isnt limited to what the character says and does, but also how he fights.

Mass Effect 3: More skills, and more branches to develop them.


There's no point in the tinkering they did to the reputation system because they removed out the neutral options and gutted the dialogue system, replacing it with auto-dialogue. At least in ME2 i at least got to select dialogue choice even if it had a non ideal reputation system where there were some paragon/renegade convo options that had minimum requirements to activate.


Exactly.  Your reputation and/or 'alignment score" doesn't matter a hoot if you can't choose your own dialog.  It's pretty fundamental to any RPG.  If you aren't making your own dialog choices then you simply aren't playing an RPG.  ME3 is a case in point.

-Polaris

#163
JamesFaith

JamesFaith
  • Members
  • 2 301 messages

IanPolaris wrote...

JamesFaith wrote...

IanPolaris wrote...

My opinion: The person that thought that autodialog was a good idea (or had ANY place) in an RPG (other than very limited scenes), needs to be covered in honey and then buried up to their neck near a nest of ants.....fire ants.

-Polaris


It always depends on specific game. For example Gothic had a lot of autodialog and still it is great RPG.


I simply can't agree with this.  If I wanted to watch a film, I'd watch a film.  When I want to play an RPG, I want to play an ROLE-playing game and that means I make my own dialog decisions.  It's that fundamental.

-Polaris


In that case it is only matter of your personal taste, because quality RPG with autodialog are here same long as those without it. Gothic, Risen, Deux Ex and partially Witcher used it and they are great RPGs. Lack of autodialog isn't essential feature of RPG, it is just one of many ways how to tell story.

#164
LinksOcarina

LinksOcarina
  • Members
  • 6 536 messages

IanPolaris wrote...

JamesFaith wrote...

IanPolaris wrote...

My opinion: The person that thought that autodialog was a good idea (or had ANY place) in an RPG (other than very limited scenes), needs to be covered in honey and then buried up to their neck near a nest of ants.....fire ants.

-Polaris


It always depends on specific game. For example Gothic had a lot of autodialog and still it is great RPG.


I simply can't agree with this.  If I wanted to watch a film, I'd watch a film.  When I want to play an RPG, I want to play an ROLE-playing game and that means I make my own dialog decisions.  It's that fundamental.

-Polaris


Then play a game that lets you make those decisions, but don't say that having it in an RPG is a mistake, when it serves a lot of RPG's out there very well. 

Modifié par LinksOcarina, 25 août 2012 - 02:41 .


#165
IanPolaris

IanPolaris
  • Members
  • 9 650 messages
If you can't make your own dialog choices then you AREN'T ROLEPLAYING by definition. Thus a game that's mainly autodialog simply isn't an RPG. Witcher 2 was at best a hybrid (great game but I wouldn't call it an RPG). Even if you do, remember that Witcher at least gave you genuine choices including two entirely different chapters in the middle of the game.

A very limited amount of autodialog may be appropriate for some very select scenes, but by and large, if you are relying on autodialog then you aren't playing an RPG pretty much by definition.

-Polaris

#166
JamesFaith

JamesFaith
  • Members
  • 2 301 messages

IanPolaris wrote...

If you can't make your own dialog choices then you AREN'T ROLEPLAYING by definition. Thus a game that's mainly autodialog simply isn't an RPG. Witcher 2 was at best a hybrid (great game but I wouldn't call it an RPG). Even if you do, remember that Witcher at least gave you genuine choices including two entirely different chapters in the middle of the game.

A very limited amount of autodialog may be appropriate for some very select scenes, but by and large, if you are relying on autodialog then you aren't playing an RPG pretty much by definition.

-Polaris


So Deux Ex wasn't RPG because there was some autodialog? Story with revolutionary numbers of variation propably doesn't matter.

And Gothic wasn't RPG because there was some autodialog? Yes, faction system in G2 which offered you three little different storyline doesn't matter. Quests whith multiple way of solving (my favourite Enter Khorinis with 6 solution + 1 secret with bonus XP) doesnť matter.

And Witcher with some autodialog is hybrid RPG. Sure, game called best RPG of last few years by fans and critics both is surely not RPG, because there is some autodialog.

#167
IanPolaris

IanPolaris
  • Members
  • 9 650 messages

JamesFaith wrote...

IanPolaris wrote...

If you can't make your own dialog choices then you AREN'T ROLEPLAYING by definition. Thus a game that's mainly autodialog simply isn't an RPG. Witcher 2 was at best a hybrid (great game but I wouldn't call it an RPG). Even if you do, remember that Witcher at least gave you genuine choices including two entirely different chapters in the middle of the game.

A very limited amount of autodialog may be appropriate for some very select scenes, but by and large, if you are relying on autodialog then you aren't playing an RPG pretty much by definition.

-Polaris


So Deux Ex wasn't RPG because there was some autodialog? Story with revolutionary numbers of variation propably doesn't matter.

And Gothic wasn't RPG because there was some autodialog? Yes, faction system in G2 which offered you three little different storyline doesn't matter. Quests whith multiple way of solving (my favourite Enter Khorinis with 6 solution + 1 secret with bonus XP) doesnť matter.

And Witcher with some autodialog is hybrid RPG. Sure, game called best RPG of last few years by fans and critics both is surely not RPG, because there is some autodialog.


James,

I will make this very simple because it IS very simple:  If you are NOT directing your character (and yes that includes conversation), then you are NOT roleplaying.  You are taking part in an interactive game instead.  There is nothing wrong with that, but it's not by definition "roleplaying".

A lot of companies have called games "roleplaying" games in part to draw in suckers when they weren't.  ME3 is just the latest I am sorry to say.  There is virtually nothing about ME3 that's a roleplaying game (in stark contrast with both it's predecessors) and greatly excessive autodialog bears a great deal of the blame for this.

If you are watching your character speak with no interaction from you, then you are NOT roleplaying in that scene.  If that constitutes most of the game, then it's simply not a roleplaying game no matter how much corporate marketing would like to convince you otherwise.

-Polaris

#168
tonnactus

tonnactus
  • Members
  • 6 165 messages

JamesFaith wrote...

And Witcher with some autodialog is hybrid RPG. Sure, game called best RPG of last few years by fans and critics both is surely not RPG, because there is some autodialog.


(Dialogue)Choices alone arent worth anything without real consequences. Thats why the Witcher games beat every Bioware game i know. Gerald could get killed right at the start of the game if he behaves like an idiot.


Compare this to any Bioware game except Dragon Age where at least some party members leave.

Modifié par tonnactus, 25 août 2012 - 11:34 .


#169
JamesFaith

JamesFaith
  • Members
  • 2 301 messages

tonnactus wrote...

JamesFaith wrote...

And Witcher with some autodialog is hybrid RPG. Sure, game called best RPG of last few years by fans and critics both is surely not RPG, because there is some autodialog.


(Dialogue)Choices alone arent worth anything without real consequences. Thats why the Witcher games beat every Bioware game i know. Gerald could get killed right at the start of the game if he behaves like an idiot.


Compare this to any Bioware game except Dragon Age where at least some party members leave.


Yes, you hitted nail on the head.

Dialogs options in situation, when they changing story, NPC stance to us or faction status - such dialogs options  are essential part of RPG.

On other dialogs option changing nothing, when NPC mostly answered same on more then one option, such dialogs are just decorative, only narrative choice. And in some cases autodialog is even better, beause chosing of meaningless option slowing pace of dramatic situation.

#170
Valmarn

Valmarn
  • Members
  • 558 messages

LucasShark wrote...

As an experiment I just played the first 2 missions (more or less what anyone would call the "intro") to all 3 games back to back.  And I have to say this: while ME3's is the most... bleh: "cinematic", it is also the least involving, at least as an RPG.

In both ME1 and ME2, virtually every line of dialogue which came out of my Shepard's pie hole was determined by my input.  I determined if Shepard was a paragon of decencey, an aloof neutralist, or a galactic scaled dick, and I could have as much or as little exposition as I wanted.

Why was this?  Because nearly every line in conversation had all of these:
- Polite/paragon choice
- Neutral choice
- Hard-ass/renegade choice
- and of course investigate, which yielded anywhere from 2-5 options

And this didn't happen once a scene, oh no: it happened for nearly every line my Shepard spoke, I determined his/her persona, and how they treated their interactions with others.

To contrast with ME3: I think there was all of a dozen times when it actually asked me what Shepard was going to say.  And even when it did, there were only ever 2 options: those being "do you want to be a nice person" or "do you want to be a dick"  This is like saying Fable has a meaningful moral choice system: do you want to be Gahndi or Adolf Hitler?
For every line I defined, Shepard spouted another 4 that I didn't. 

Right along with this comes linierity: Yes the missions of ME1 and ME2 were structurally linier, but in ME1 even before I'd even achieved spectre status, there were over a half-dozen side-stories and minor interactions I could take part in.  Even in ME2 this was present: do you pick up everything?  Or rush through?  Do you work for cerberus?  Or defy them?  Do you say hello to your crew or not?

Meanwhile, the first actually optional thing which ever happens in ME3 besides picking up items is whether or not you visit your wounded squad mate in hospital, and even then: it's not as if it lets you go anywhere else!

Personally I blame this on "shooter mode", in which a single chain of dialogue is put forth, and then all else is just tacked on it seems. 

Some might say this is something minor to complain about, but I disagree.  It's the difference in our relationship to our player character which matters.  In ME1 and ME2, we ARE shepard, in ME3, we are piloting A shepard by remote control now and then.



What's ironic is the player can choose at the start of the game how much dialogue and combat they engage in throughout the game. Despite the player being able to opt for more or less player input in the conversations, they still force any excessive amount of auto dialogue even when one opts for more player input.

It's a damned shame that a company like BioWare would stoop to trading substance for style, but not at all surprising since EA acquired them.

Modifié par Valmarn, 25 août 2012 - 12:58 .


#171
BatmanPWNS

BatmanPWNS
  • Members
  • 6 392 messages
The autodialogues make renegade extremely inconsistent. In ME1/2, renegades are pro-human (ME1)/ Pro-Cerberus (ME2), they're uncaring (in a badass way) and the only time they makes jokes are when they're insulting somebody. Comes ME3, Renegade Shepards are pro-alliance, love "soft beds and hot foods"(wtf) and are forced to care without players input.

Edit: Oh and the interrupts suck in ME3.

Modifié par BatmanPWNS, 25 août 2012 - 01:04 .


#172
Brovikk Rasputin

Brovikk Rasputin
  • Members
  • 3 825 messages
ME2 actually only had two options on the right most of the time.

#173
wright1978

wright1978
  • Members
  • 8 115 messages

Valmarn wrote...

LucasShark wrote...

As an experiment I just played the first 2 missions (more or less what anyone would call the "intro") to all 3 games back to back.  And I have to say this: while ME3's is the most... bleh: "cinematic", it is also the least involving, at least as an RPG.

In both ME1 and ME2, virtually every line of dialogue which came out of my Shepard's pie hole was determined by my input.  I determined if Shepard was a paragon of decencey, an aloof neutralist, or a galactic scaled dick, and I could have as much or as little exposition as I wanted.

Why was this?  Because nearly every line in conversation had all of these:
- Polite/paragon choice
- Neutral choice
- Hard-ass/renegade choice
- and of course investigate, which yielded anywhere from 2-5 options

And this didn't happen once a scene, oh no: it happened for nearly every line my Shepard spoke, I determined his/her persona, and how they treated their interactions with others.

To contrast with ME3: I think there was all of a dozen times when it actually asked me what Shepard was going to say.  And even when it did, there were only ever 2 options: those being "do you want to be a nice person" or "do you want to be a dick"  This is like saying Fable has a meaningful moral choice system: do you want to be Gahndi or Adolf Hitler?
For every line I defined, Shepard spouted another 4 that I didn't. 

Right along with this comes linierity: Yes the missions of ME1 and ME2 were structurally linier, but in ME1 even before I'd even achieved spectre status, there were over a half-dozen side-stories and minor interactions I could take part in.  Even in ME2 this was present: do you pick up everything?  Or rush through?  Do you work for cerberus?  Or defy them?  Do you say hello to your crew or not?

Meanwhile, the first actually optional thing which ever happens in ME3 besides picking up items is whether or not you visit your wounded squad mate in hospital, and even then: it's not as if it lets you go anywhere else!

Personally I blame this on "shooter mode", in which a single chain of dialogue is put forth, and then all else is just tacked on it seems. 

Some might say this is something minor to complain about, but I disagree.  It's the difference in our relationship to our player character which matters.  In ME1 and ME2, we ARE shepard, in ME3, we are piloting A shepard by remote control now and then.



What's ironic is the player can choose at the start of the game how much dialogue and combat they engage in throughout the game. Despite the player being able to opt for more or less player input in the conversations, they still force any excessive amount of auto dialogue even when one opts for more player input.

It's a damned shame that a company like BioWare would stoop to trading substance for style, but not at all surprising since EA acquired them.


Well once you start to make the dialogue system optional it gives them an excuse to view it as being of secondary importance rather than primary. Suddenly game is designed around flowing cutscenes and the dialogue system is given little resource or effort. 

#174
robertm2

robertm2
  • Members
  • 861 messages

IanPolaris wrote...

If you can't make your own dialog choices then you AREN'T ROLEPLAYING by definition. Thus a game that's mainly autodialog simply isn't an RPG. Witcher 2 was at best a hybrid (great game but I wouldn't call it an RPG). Even if you do, remember that Witcher at least gave you genuine choices including two entirely different chapters in the middle of the game.

A very limited amount of autodialog may be appropriate for some very select scenes, but by and large, if you are relying on autodialog then you aren't playing an RPG pretty much by definition.

-Polaris


so by your definition the old final fantasy games or the old pokemon games are not roleplaying games because you dont get to choose whay your character says? now you are being ridiculous. choice in dialogue is fairly new to the gaming world. should we just discount every original rpg becuase they dont have something that developers just started doing? you have a warped defintion of the word roleplay. its still a roleplaying game if you are playing a specific role that you dont have any say over what happens to that role.

#175
o Ventus

o Ventus
  • Members
  • 17 257 messages

tonnactus wrote...

JamesFaith wrote...


It always depends on specific game. For example Gothic had a lot of autodialog and still it is great RPG.


Same thing for Deus Ex Human Revolution.


Adam Jensen isn't nearly as malleable a PC as Shepard.