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Suggestion : Mood Interrupts.


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48 réponses à ce sujet

#26
DarkKnightHolmes

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I want to know what I'm choosing. Interrupts are annoying because you don't know what it will do and it can be extremely out of character then.

#27
In Exile

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Action interrupts are cool, but the timers in ME3 were way too short. It's a QTE, which is VERY ANNOYING, and so I would like any interrupts to be well-telegraphed.

#28
snackrat

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I like the idea of interrupts so everything feels less... stilted. Hawke feels powerless in cutscenes because he never has the option to do anything but talk, he can't interrupt, he can't walk away, if someone attacks him he has to take it, so on.

However, having interrupts for a smile or a snark is just... a little too much detail. They can make the eyeroll/smile/sigh linked to dominant personality if they still use that system. Save interrupts for decisions and reactions.

#29
Cultist

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No. Dragon Effect already crippled Dragon Age to coma. So spare us interrupts, tones, moods and other awesomebutonness.

#30
In Exile

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Cultist wrote...

No. Dragon Effect already crippled Dragon Age to coma. So spare us interrupts, tones, moods and other awesomebutonness.


You're right! We need more blank staring, and we need a game that makes sure to let other people do the talking in important moments, while parading us around (like some kind of creepy trophy horse).

#31
Cultist

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In Exile wrote...

Cultist wrote...

No. Dragon Effect already crippled Dragon Age to coma. So spare us interrupts, tones, moods and other awesomebutonness.


You're right! We need more blank staring, and we need a game that makes sure to let other people do the talking in important moments, while parading us around (like some kind of creepy trophy horse).

The game with blank staring and where other people do the talking in important moments, while parading us around (like some kind of creepy trophy horse sold twice more than game with dialogue wheel and voice acting.

#32
wright1978

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I think something like interupts could be of use with companions especially if something like friendship/rivalry system returns by having them tied to those points.

#33
In Exile

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Cultist wrote..
The game with blank staring and where other people do the talking in important moments, while parading us around (like some kind of creepy trophy horse sold twice more than game with dialogue wheel and voice acting.


You're right! And the game that was a multiplayer, FPS, sold  three (four?) times more than that!

I condede to your superior logic. Sales indicate quality objectively, and that quality reflects every single feature of the game, not the possiblity that some were really well done and others not so.

I (as I'm sure you do) eagerly await the COD clone that Bioware will create, to sell the most games ever!

I didn't realize how much I feel like a mature adult when I demean features in a game others might like!

Modifié par In Exile, 21 septembre 2012 - 04:38 .


#34
Cultist

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If party based Western RPG sells more than it's sequel that looks like japanese arcade slasher with only "yes" and "no" dialogue option and no choices then first one is better. If that slasher took a LOT from different, successful game, likedialogue wheel, simplified dialogues and still failed, then obvious answer is that people don't like the implementations.

#35
DarkKnightHolmes

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In Exile wrote...

Cultist wrote...

No. Dragon Effect already crippled Dragon Age to coma. So spare us interrupts, tones, moods and other awesomebutonness.


You're right! We need more blank staring, and we need a game that makes sure to let other people do the talking in important moments, while parading us around (like some kind of creepy trophy horse).


When has blank staring in an RPG actually ever caused a major issue in video games?

Seems like simple nitpicking really.

#36
upsettingshorts

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DarkKnightHolmes wrote...

When has blank staring [by the protagonist] in an RPG actually ever caused a major issue in video games?


For me?  When everyone else started talking.  

Cultist wrote...

If party based Western RPG sells more than it's sequel that looks like japanese arcade slasher with only "yes" and "no" dialogue option and no choices then first one is better. If that slasher took a LOT from different, successful game, likedialogue wheel, simplified dialogues and still failed, then obvious answer is that people don't like the implementations.


Or maybe it's that one was developed in eleven months and the other had considerably more time, and as a result, actually feels like a finished product. 

But I'm guessing that part of the equation is inconvenient when it comes to your agenda, so you can keep ignoring it I suppose.

Modifié par Upsettingshorts, 21 septembre 2012 - 04:56 .


#37
Il Divo

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Cultist wrote...

If party based Western RPG sells more than it's sequel that looks like japanese arcade slasher with only "yes" and "no" dialogue option and no choices then first one is better. If that slasher took a LOT from different, successful game, likedialogue wheel, simplified dialogues and still failed, then obvious answer is that people don't like the implementations.


Yeah, but the problem is you're doing a very crap job of determining causation, since the only revelation you're able to piece together is that DA:O sold more, ergo the solution is to revert everything back to DA:O because everyone is angry about the dialogue wheel. That does not even remotely hold true, since you have no way of determining what was actually responsible for the decreased sales; all you have is the overall package at hand.

Kind of like comparing Jade Empire to Mass Effect 3 and concluding that every game should have a dialogue wheel because the latter surpassed the former in sales. That's not an intelligent way to perform an analysis.

Modifié par Il Divo, 21 septembre 2012 - 04:57 .


#38
DarkKnightHolmes

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Upsettingshorts wrote...

DarkKnightHolmes wrote...

When has blank staring [by the protagonist] in an RPG actually ever caused a major issue in video games?


For me?  When everyone else started talking.  


Well playing RPG's in the early to mid 2000's must have been very hard for you, I guess.

Modifié par DarkKnightHolmes, 21 septembre 2012 - 04:57 .


#39
upsettingshorts

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DarkKnightHolmes wrote...

Well playing RPG's in the early to mid 2000's must have been very hard for you, I guess.


I'm not sure what you mean here.  I said I don't like silent protagonists in fully-voiced games.  So no, games that fall under that umbrella are not my favorite.  I still play them for other reasons, like Bethesda games and FNV, and can still think that they're good, but that doesn't mean the fact they have a silent protagonist is the reason I buy the game, which is what you guys are trying to imply with your sales figures.

When I buy Skyrim, it is not an endorsement, by me, of the silent protagonist.  It simply means I am willing to tolerate it in the context of a set of other game features I do enjoy.

Modifié par Upsettingshorts, 21 septembre 2012 - 05:00 .


#40
KingRoxas

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Hmm, maybe. Kinda like the idea. But need to be expanded upon.

Modifié par Kingroxas, 21 septembre 2012 - 05:02 .


#41
philippe willaume

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AlleluiaElizabeth wrote...

To quote Reg's mom (http://biowareaccord...mom.tumblr.com/), Bioware games need a hug option.

Interupts were a brilliant mechanic in Mass Effect. If they can come up with an equivalent mechanic to implement in Dragon Age 3, I say please do!

yes +1 to that 

#42
DarkKnightHolmes

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Upsettingshorts wrote...

DarkKnightHolmes wrote...

Well playing RPG's in the early to mid 2000's must have been very hard for you, I guess.


I'm not sure what you mean here.  I said I don't like silent protagonists in fully-voiced games.  So no, games that fall under that umbrella are not my favorite.  I still play them for other reasons, like Bethesda games and FNV, and can still think that they're good, but that doesn't mean the fact they have a silent protagonist is the reason I buy the game, which is what you guys are trying to imply with your sales figures.

When I buy Skyrim, it is not an endorsement, by me, of the silent protagonist.  It simply means I am willing to tolerate it in the context of a set of other game features I do enjoy.


Hey now, I did say it was a guess. :bandit:

#43
Cultist

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Il Divo wrote...
Yeah, but the problem is you're doing a very crap job of determining causation, since the only revelation you're able to piece together is that DA:O sold more, ergo the solution is to revert everything back to DA:O because everyone is angry about the dialogue wheel. That does not even remotely hold true, since you have no way of determining what was actually responsible for the decreased sales; all you have is the overall package at hand.

Kind of like comparing Jade Empire to Mass Effect 3 and concluding that every game should have a dialogue wheel because the latter surpassed the former in sales. That's not an intelligent way to perform an analysis.

We are talking about sequels. I don't remember any Jade Empire 2 that looks like any of Mass Effect games. I know the obvious - DA:O was far more successful than DA2, that basically Mass Effect reskinned and dumbed down.

#44
Vandicus

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Interrupt options would be nice. There is the issue of clarity, but if it were somehow divided into aggressive icon/supportive icon it can work out. Some of the times in ME it was unclear what course of action interrupt would result in, but most of the time I understood when an action would result in me either punching someone in the face or comforting someone.

#45
Ambarina

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I like the idea... A lot.

It should include the neutral option. There was a lot of times that I feel like Im missing something by not use them in ME.

Still I would love the option to just punch a anoying character....

#46
Il Divo

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Cultist wrote...

We are talking about sequels. I don't remember any Jade Empire 2 that looks like any of Mass Effect games. I know the obvious - DA:O was far more successful than DA2, that basically Mass Effect reskinned and dumbed down.


Irrelevant as soon as you decided to bring sales into the picture. Point still stands: your comparison fails, since all you have are sales. There is no existing evidence to indicate that the dialogue wheel was why DA2 failed. You're comparing total packages and drawing unsupported conclusions.

Modifié par Il Divo, 21 septembre 2012 - 06:15 .


#47
Montana

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The interrupts are a nice mechanic and I wouldn't mind if DA3 borrowed that from ME.
It gives conversations a dynamic feel and is a great way to add roleplaying.

#48
leighzard

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I think this is a great idea. You have the option of not reacting and letting the scene play out, just like you did in ME, but instead of having the PC's tone chosen for you based on previous usage (a la Hawke), you can use sarcastic interrupts if you choose, and there should definitely be a sarcastic option. And they wouldn't have to all show up all the time. There could be instances where anger would be appropriate, but not niceness. So your pc suffers silently instead of lashing out.

#49
Sealy

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I wanna hug my companions like we can with Tali! Also, push people out windows and yah... all the interrupts would be awesome!