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The Dialogue Wheel - how will it change in DA3?


191 réponses à ce sujet

#176
BubbleDncr

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I say paraphrasing definitely needs to improve.

I also think they need to mix up the order of the responses so it isn't always "Nice, Witty, Aggressive" from top to bottom. That has a tendency to get me in a mode of, "I have an aggressive character, I should always end up with the bottom option," and I feel like I'm being out of character if I don't pick that option.

Maybe that's just me, I dunno.

#177
Galactus_the_Devourer

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^ Unless they're going out of their way to actually show us what we're saying, having some kind of idea (be it the DA2-style icons or just positioning) to what tone we're going for. Some of those snippets can be very misleading otherwise.

I'd honestly prefer a dialogue tree, but at least I'd like to have more than three options for every conversation, it makes it quite often ludicrously branchy in a weird way.

#178
mione

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Since it looks like we won't be getting DAIII for a while then I too would like more options into the dialogue wheel. I liked the 3 personalities we could have (I replayed the game just to be one of each personality) but I did run into one problem with the wheel in DAII.

When Anders wants a romantic relationship with Hawke you are given 3 options, but really there are only 2. Either you enter a romantic relationship (why are there 2 heart options ?) or you're an ass and let him down hard. I want a "friendship" option when letting people down. That way we would still lose points but not as much if we were jerks to them.

Maybe it could be two hands shaking for the symbol?

#179
Joe25

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at leat 5 or 6 options

#180
Blastback

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Something that would naturally help is if they just included a greater number of possible responses. I don't think anyone would have any objections to that. How real this is is of course another story. Limited zots and all.

Zots. Zots zots zots zots zots.

Duct tape duct tape duct tape. Chimichanga Chimichanga.

#181
brushyourteeth

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Blastback wrote...

Something that would naturally help is if they just included a greater number of possible responses. I don't think anyone would have any objections to that. How real this is is of course another story. Limited zots and all.

Zots. Zots zots zots zots zots.

Duct tape duct tape duct tape. Chimichanga Chimichanga.


That was the big thing I missed in DAII. Dialogue options > voiced protagonist. Dialogue options + voiced protagonist + accurage paraphrasing could be good.  Image IPB

#182
hussey 92

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DA2 dialouge was terrible. You had three options (green, purple and red) and they all had the same outcome. Why they would bring this back is beyond me.

#183
Morroian

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hussey 92 wrote...

DA2 dialouge was terrible. You had three options (green, purple and red) and they all had the same outcome.  


So I take it you never played the game.

#184
Amycus89

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Morroian wrote...

hussey 92 wrote...

DA2 dialouge was terrible. You had three options (green, purple and red) and they all had the same outcome.  


So I take it you never played the game.

From the sound of it, he did play it until the very end just as me and many others. How about you come with a real argument, or I might as well just throw around the exact same comment back at you, and we will have a complete childish argument that never moves the discussion further. If i ask you then, what dialogue options DID lead to different consequences? 

Back on topic though, if Bioware are dead set on having the dialogue wheel and a voiced protagonist I'm hoping that they will at the very least:
*Show us the full dialogue response once you hoover the mouse over the paragraph.
*rework the whole tone system. Among other things, I found it extremely jarring that had the same "tone" against my kind sister, as towards the **** who killed my mother. Maybe let your "dormant tone" reset at the start of every conversation or other important event (like when a former ally suddenly stab you in the back), as opposed to DA2 where your "dormant tone" only appears to reset after each act.
*GET RID OF THOSE COLOURCODED ICONS. These seriously damaged any attempt at roleplaying a character for me, aside from the premade "paragon/sarcastic/renegade" Hawke. Since the dialogue turned out to be unpredictable either way, I stopped caring about my character alltogether and just chose based on the icons. At least make the different responses more varied, so you might have 2 paragon options and 1 renegade to choose from at one time, and 2 options the next time that are all sarcastic.

I Would also like  Bioware to consider replacing these icons (if they HAVE to have them at all) with text, like [diplomatic], [friendly], [sarcastically], [Jokingly], [Happily], [Grateful]. [Jealous], [Furious], [angry], [irritated], [uncaring] [forcefully]. That's a lot more descriptive, and it doesn't feel like one is just choosing from different colours.

#185
Malanek

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Need more focus on neutral options. Don't try and cram in a humerous, aggressive and diplomatic line for everything the character can say. Almost every dialogue line in DA2 came out as quite extreme and I could never imagine a genuine character choosing one of those in one situation and a different tone in the same conversation, the personalities were just too distinct. Concentrate more on giving the player the ability to say different things rather than just focusing on the tone.

#186
SeligHarpist

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I really don't like the dialogue wheel in II, you don't actually feel as though you're contributing to the conversation. It makes the game feel more like a film with pre ordained plot than a game where the world's your oyster.

harrumph!

#187
kathic

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You had to dig really deep in order to beat this dead horse more?

#188
davepissedatending

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Just the words "I've already said that we will have a voiced protagonist and a dialogue wheel" makes me very excited indeed

#189
Elhanan

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I was very pleased with the Wheel in SWTOR, as choices could be made for Companion bonuses, Light/ Grey/ Dark Side pts, pure RP, and possibly more. This was better for me than the ME series where one single path needed to be taken to become Paragon or Renegade.

As the DA3 Wheel info sounds like more of the former, am looking forward to using it again.

#190
CARL_DF90

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 Personally, I liked the DAII dialogue wheel and didn't have a problem with it. Heck, I absolutely LOVED the sarcastic Hawke personality and hope the option makes a return for the new lead character. If anything needs "fixing" it's the paraphrasing used in the dialogue selections. Just my two cents. ^_^

#191
TheKomandorShepard

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I hate that crap it crushes rp to 3 personalities in da 2 we could be or excessive nice or excessive jerk (but da 2 doesn't allow us that freedom to play as "evil" character like in first game) and option between that is jester.

#192
Mimitochan

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I enjoyed all games for their own merits, but generally disliked the DA2 system. It was actually rather a disappointment. I understand very well that it was intimately linked to the type of very rail-tracked storytelling, but ultimately, I felt it chocked me and made me unable to make Hawke as mine as I would have wished to.

Now again, I understand that it's something intentional in DA2, but to me, RPGs really reach their full potential when they allow the player to make the protagonist exactly his or hers as opposed to playing the role of predefined characters. Or at least, if the game gives enough material for the player to extrapoliate on that, hints, bases on which to build upon. It doesn't really matter if it's real or not, what matters is that the game at least gives the illusion of that.

I immensely enjoyed  ME1 and DA:O systems, while they are very different, they worked perfectly in their respective contexts. (I won't mention ME3 cause it was very bad imho.)

You could probably say the same for DA2 - I mean, that it works in context, after all, the real protagonist isn't Hawke, but Varric - but the main problems I had were:

  • the inability for Hawke to seperate actions from motivations: one same action can be realistically motivated by different personalities, I didn't like that the game labeled some actions as belonging to a specific personality,
  • the lack of nuance: ME1 did that very well. Shepard basically says the same thing no matter what option you pick out of the three, only they're nuances of the same statement. It thus sounds a lot more natural if you keep switching "personalities" and it's also obvious from the voice acting. Shepard never really sounds as schizophrenic as Hawke does.
  • I didn't like the labeled icons. I actually hated that, come to think of it. It made be feel dumb. And I hate it when a game thinks I'm a 5-year old kid. Aren't words enough to explicit their own meaning?? What about the charm of discovering the effect of your choices? It's as if they were labeling the statements with effects on alignment and friendship (Paragon +5, Rivalry +5). It made me feel like what Hawke was going to say totally meaningless. I might as well have put my Hawke on Autopilot and tell her to always pick Purple and Hearts on Anders. And if Purple isn't available? Well ok ok, Green.
On a side note, the ME1 VA is my favourite.
I only played femShep, but Shepard there has a pretty distinctive voice - whereas she sounds rather neutral, no matter the alignment. It may be the military thing here though.

On the other hand, LadyHawke is exactly the opposite. LadyHawke's voice sounds a lot more average but she was acting a lot more - I think it contributed a lot to the fact that I couldn't relate to what she was saying most of the time. But I'm very biaised about this, I didn't really like the sound of her voice.

I'm curious to see how DA3's system will turn out, in any case, I hope it will bring me more of the DA:O vibe.
In DA:O, there was always something for my Warden to say that would "sound" right for her - but I guess that giving so many options for the player means way too much voice acting. 

Modifié par Mimitochan, 06 août 2013 - 08:50 .