Silent options, but no in the way you think. Thinking instead of talking.
#1
Guest_simfamUP_*
Posté 05 septembre 2012 - 02:00
Guest_simfamUP_*
Motives are a hard thing to cover. And during roleplaying, it is usually left to the player's subjective realm to come up with one.
Why does you character walk on the roads in Skyrim? Why does he cross country in Baldur's Gate? Why does he accept to help this person if you're clearly going down the darker route? Why are you using a sword instead of an axe? Why does my character eat bread only in Morrowind? Why... all important questions really, since it builds on your character more and more.
Now, how about we have "inner thoughts" that we can select during vital conversations which expand on our character a lot more. So whilst saying "Good day" to Anders we can simultaneously *think* "Maker, here we go again." It doesn't have to be voiced, and it certainly doesn't need some flashy effects to go with it.
#2
Posté 05 septembre 2012 - 08:18
#3
Posté 05 septembre 2012 - 09:05
#4
Posté 05 septembre 2012 - 09:36
Modifié par Raint, 05 septembre 2012 - 09:37 .
#5
Posté 06 septembre 2012 - 02:51
Modifié par Ulicus, 06 septembre 2012 - 02:52 .
#6
Posté 06 septembre 2012 - 04:02
#7
Posté 06 septembre 2012 - 07:05
That has nothing to do with this thread.PinkDiamondstl wrote...
I say no to the silent voice protagonist. They should never bring that back.
While I agree that being forced to choose among limited options would restrict the character, having the game never know what the PC's motives are runs the risk of the game contradicting those motives.Ulicus wrote...
Since I already decide what my character is thinking, I imagine I'd find this more limiting than not. When I say "good day" to Anders I can already assume my character is thinking "maker, here we go again"... or anything else I want. Granted, your suggestion would allow these thoughts to have an impact on the game itself but... I'm not sure how or why the innermost thoughts of the character WOULD have any kind of impact beyond the occasional demon encounter where they "read your inner self" or what-have-you.
This was never much of a problem prior to the voiced protagonist/paraphrase/dominant tone system, because the player could always avoid contradictory options, but now that much of the PC's dialogue is hidden from the player until it is uttered, there's a constant danger that motives the player has assigned on his own will conflict with whatever the game decides.
The player should always be the one deciding the PC's motives for doing things. Wherever the game needs to know those motives, the game needs to seek input from the player.
#8
Posté 06 septembre 2012 - 11:35
#9
Posté 07 septembre 2012 - 03:12
#10
Posté 07 septembre 2012 - 03:23
#11
Posté 07 septembre 2012 - 03:26





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