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Dialog layout?


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#326
Sir JK

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Sylvius the Mad wrote...

Yes it does.  That's the point.  With a silent protagonist, we actually get to decide what the tone is.


Actually Sylvius, you get to decide what the tone is. But I don't.

The more I follow these conversations the more it strikes me that there's fundamental differences to how people approach conversation (both in and out of games). I, for one, take great care in choosing how to deliver lines IRL. How I present the information I wish to communicate is very very important to me. It's the very foundation of how I talk. At times non-verbally signalling how I feel is way more important than the actual words used. With strangers I am tight-lipped, composed, polite. With people I know fairly well (my collegues and my friends) I am expressive, can frequently indulge in non-serious teasing and use a wide range of tones. But at all times I control how the information spoken is recieved based on my previous experiences with that person.

This colours how my characters speak as well. They might not care what they're saying will hurt another character, but there's no question that they're not trying to prevent that either. Or they will care very much, at which point that will be clear as well. A joke will be clearly identified as a joke based on how it is spoken.

Misinterpretation happens, yes. But it's rare. Very rare.

This means that a silent protagnist occasionally says something that's interpreted the wrong way. Which to me means nothing other than miscommunication on my behalf. For the same reason you get upset when a character says something without your explicit input I get upset when my character delivers the line wrong (and I don't need to hear it to suffer that). My character did not do what I expected the character to and immersion is broken.

I can only choose the tone of a silent line if it'snot addressed to anyone (and noone picks it up). In all other cases who I speak to will determine how I say it.

Thus, because of our fundamental differences in how you and I approach conversation... a silent line increases control for you.... but lessens it for me.
Because everytime my character is misinterpreted for no logical reason (note, characters reacting poorly because of logical reasons is another matter entirely) it only spells out to me that I'm not really communicating... I'm just triggering scripts.

This is not a choice. It's the basis on how I approach speaking itself. I can not choose not to do this.

#327
Jadebaby

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@Sir JK, if you can misinterpret the silent lines. How they heck can you interpret the paraphrasing in voiced dialogue?

#328
Sir JK

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Ah... sorry. I don't so much misinterpret silent lines as understand they were misinterpreted. Usually my guess for the tone is correct though as it can be inferred from the actual wording... the problem probably sounds greater than it is. But given a choice between the current and the former method, this one fits my playstyle better.

As for the paraphrasing... interestingly.., I've only misinterpreted them once. And it turned out to actually be better than I had imagined it was. The icon is worth it's weight in gold though. Helps a lot.

#329
Jadebaby

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especially if it's the barter icon..

#330
AlanC9

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Allan Schumacher wrote...

  • Model: The raw data.  How the conversation is set up, how the game code knows how to deal with choices and responses and progression through the dialogue tree.  The meat and potatoes.
  • View:  How the data is presented to the user
  • Controller:  The rules for how user input is managed

  • Note that in a sense, the "model" is not the  -- real? --game. Not quite sure how to phrase it, but the player constructs his own model of the game world in his mind,. Data from the model you guys build is fed into the player's personal model, via the view. This makes the current dialog system troublesome for some of us because the PC's lines in a more traditional system have flexible interpretations, in a way that the spoken lines do not. And hence the PC's personality is more flexible too.

    This doesn't bother me as a player, because if my model's different from your model I want to be brought into line with your model. But as you can see, it's a live issue for some of us.

    #331
    AlanC9

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    Sir JK wrote...
    This means that a silent protagnist occasionally says something that's interpreted the wrong way. Which to me means nothing other than miscommunication on my behalf. For the same reason you get upset when a character says something without your explicit input I get upset when my character delivers the line wrong (and I don't need to hear it to suffer that). My character did not do what I expected the character to and immersion is broken. 


    As I interpret Sylvius' position, you're supposed to get around this by interpreting the game to mean that the PC said his line the way you intended him to, but the NPC had a bizarre reaction to the line. Which is a workable approach if you can bring yourself to do it.

    #332
    Allan Schumacher

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    Note that in a sense, the "model" is not the  -- real? --game. Not quite sure how to phrase it, but the player constructs his own model of the game world in his mind,. Data from the model you guys build is fed into the player's personal model, via the view. This makes the current dialog system troublesome for some of us because the PC's lines in a more traditional system have flexible interpretations, in a way that the spoken lines do not. And hence the PC's personality is more flexible too.


    Haha that's an interesting way of looking at it and I see where you're coming from.


    Although the "real game" is a synergy of how all its components end up working together.  This was mostly just a tangent that has derived from the idea that the wheel places intrinsic restrictions on content creations (an idea I see put forward a fair bit, beyond even this thread) so I figured I'd toss out some technobabble because it makes me feel like I'm all super hardcore and stuff!

    Modifié par Allan Schumacher, 05 octobre 2012 - 06:31 .


    #333
    Sir JK

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    AlanC9 wrote...

    As I interpret Sylvius' position, you're supposed to get around this by interpreting the game to mean that the PC said his line the way you intended him to, but the NPC had a bizarre reaction to the line. Which is a workable approach if you can bring yourself to do it.


    I know. It does not work for me. I do not communicate that way. Not in or out of games. All it does is frustrate me, making me increasingly vexed that I cannot express myself properly. If the process repeats I'll just stop talking. Clearly I'm failing badly at it.

    Mind though... if an additional piece of the puzzle is revealed that allows me to understand the bizarre reaction then it's a different matter entirely.

    And again, the problem probably sounds worse than it is. I have not had much problems with NPC misinterpreting me, but mostly because I've always more or less succesfully been able to guess what tone they actually have.

    #334
    Sylvius the Mad

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    Wissenschaft wrote...

    Yes, but they are not going to implement full text only in certain cases. Its a waste of effort, time, resources to half implement a feature thats not needed.

    That's not what I'm saying.  I'm saying that if the full line is short enough to fit on the wheel, then they shouldn't paraphrase it.  They should just use the line in place of the paraphrase.

    Allan Schumacher wrote...

    I have a feeling that Sylvius wouldn't be happy if we released a version of the game with full lines of dialogue only for the consoles. It'd mean that we made a decision to actually release different versions of the core game for different people.

    But I wouldn't be annoyed because they got those features.  I'd be annoyed because I didn't.

    And if there was some technical reason why my platform couldn't have those features, then my annoyance wouldn't be directed at BioWare at all.

    This isn't the same as a high resolution texture pack or something that is more possible on a PC due to hardware. This isn't something like a toolset which isn't possible on a console. This would be a feature that would have no technical reason to not be available in all SKUs being stripped out for a reason that certainly isn't going to make fans happy (the reason being "we didn't want to bother testing it for the consoles.")

    That is a technical reason.  Testing for consoles carries a higher burden, because there's a certification process.  That's not your fault.  That's Microsoft's fault.  That's Sony's fault.

    The only reason why you think it's crazy is because you have this idea that the feature as you want it is so close and the only reason why you're not getting it is because we're releasing core features into the game.

    But if you're okay with, say, silent protagonist and full lines of dialogue as console exclusive, I can go talk with Mike and Mark and see if we can make it happen.

    I'd play that.  I have owned a few consoles over the years, and I even have a third-party adapter that lets me plug KBM into a 360 and map all the controls.

    (besides, even without a rigid cert process, we're still not going to release a feature that has had zero QA time on it. Sorry).

    You don't do any QA on player-made mods, and yet you don't stop those (sometimes you even
    release toolsets).  Is the problem there that it's BioWare releasing the feature?

    That's easily solved.  Build in moddability.  I've suggested before that if you broke up the audio files (so the PC's voice was always in its own file) then it would be trivial to replace those audio files with blanks and get ourselves a silent protagonist.

    If you won't release that feature, let us do it.

    I don't know what it's like in the life of Sylvius the Mad, but my face to face interactions are rarely fraught with misinterpretations of dialogue.  Particularly among people I interact with on a daily basis.  Nevermind the vital importance of body language and non-verbal communication.

    I learn how my friends are and am able to straight up state an insulting line to them in a sassy way because I know they're not going to be offended because they understand me too.

    I can't even do that with my spouse.  The spoken language is a clumsy tool.

    Then again, I'm able to strike up conversation with random people I don't know and am still my usual sarcastic self and I don't have to deal with people misinterpreting me.  They can see that I'm smiling as I'm making such comments and given how prevalent verbal irony is in humor nowadays, people laugh along.  Of course, if I see that the person has a stern look on their face and are displaying other nonverbal cues such as some sort of oral fixation (particuarly with their tongue), I recognize that striking up a random conversation, particularly with a sarcastic comment, isn't something I should bother doing.  I recognize that the likelihood of having my statement misunderstood is greater.

    You're socially dominant.  That's great.  Some of us aren't.  Don't actively exclude us from your games.

    This is why I said it's mental gymnastics.  For me, CRPGs are missing mountains of information
    that allow me to appropriately gauge characters.  The only game that came close is Torment and that's because you get novels for dialogue options, but it still wasn't perfect, so I recognize the limitations of the medium and don't let it drag my experience down, and work with what I have.

    I think the dialogue systems in BioWare's silent PC games model real-world conversations pretty much exactly.  That's how verbal exchanges work.  You say what you want to say for whatever reason you want to say it, and then you deal with the fallout.

    AlanC9 wrote...

    Sylvius the Mad wrote...

    Don't break character.  Your character doesn't know he's in a game at all.  If you don't break character, then your knowledge is never relevant.

    Can't help it; if I see that there's a mismatch between what the dialogue writers thought my character was saying and what I thought he was saying, I've seen it and can't unsee it.

    If you want to say this means I'm a bad role-player, I can live with that.

    It would mean you were bad at compartmentalising your thoughts.  That's a skill.  You could learn it.  Training in formal logic helps quite a bit.

    But I still don't see how you ever think there's a mismatch.  See below.

    Modifié par Sylvius the Mad, 05 octobre 2012 - 07:43 .


    #335
    Sylvius the Mad

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    Sir JK wrote...

    Actually Sylvius, you get to decide what the tone is. But I don't.

    The more I follow these conversations the more it strikes me that there's fundamental differences to how people approach conversation (both in and out of games). I, for one, take great care in choosing how to deliver lines IRL. How I present the information I wish to communicate is very very important to me. It's the very foundation of how I talk. At times non-verbally signalling how I feel is way more important than the actual words used. With strangers I am tight-lipped, composed, polite. With people I know fairly well (my collegues and my friends) I am expressive, can frequently indulge in non-serious teasing and use a wide range of tones. But at all times I control how the information spoken is recieved based on my previous experiences with that person.

    This colours how my characters speak as well. They might not care what they're saying will hurt another character, but there's no question that they're not trying to prevent that either. Or they will care very much, at which point that will be clear as well. A joke will be clearly identified as a joke based on how it is spoken.

    Misinterpretation happens, yes. But it's rare. Very rare.

    This means that a silent protagnist occasionally says something that's interpreted the wrong way. Which to me means nothing other than miscommunication on my behalf. For the same reason you get upset when a character says something without your explicit input I get upset when my character delivers the line wrong (and I don't need to hear it to suffer that). My character did not do what I expected the character to and immersion is broken.

    I can only choose the tone of a silent line if it'snot addressed to anyone (and noone picks it up). In all other cases who I speak to will determine how I say it.

    Thus, because of our fundamental differences in how you and I approach conversation... a silent line increases control for you.... but lessens it for me.

    The difference here is that you think that other people's reactions are predictable.  So any time you speak, you can tell how they're going to react.  If their reaction falls outsied the expected range, you conclude that you failed to express yourself well.

    What this means is that you believe you can predict the behaviour of others more strongly than you believe that you know what it is you're saying.  You think you can predict other people's behaviour better than you can control your own.

    The mind boggles.

    Look at what you wrote here.  You wrote, "This means that a silent protagnist occasionally says something that's interpreted the wrong way."  How do you know?  How do you know that the NPC misinterpreted anything.  Maybe he's preoccupied and wasn't really listening.  Maybe he experienced some personal trauma that is relevant to this exchange, but you're unaware of it.  Maybe he has a really strange association with a particular word you used that he finds funny, regardless of the context.

    I don't know why you think these things are never true unless you're made explicitly aware of them.  Because that's what you're saying.  You're saying that you know how people will react to what you say - all people, all of the time - so whenever their reactions differ from your expectations it must be your fault.

    How can this possibly be your opinion?

    Sir JK wrote...

    I know. It does not work for me. I do not communicate that way. Not in or out of games. All it does is frustrate me, making me increasingly vexed that I cannot express myself properly. If the process repeats I'll just stop talking. Clearly I'm failing badly at it.

    Why do you think that?  Why do you presuppose that the failing is yours?  Or that there was a failing at all?

    Modifié par Sylvius the Mad, 05 octobre 2012 - 04:44 .


    #336
    TCBC_Freak

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    Sylvius the Mad wrote...

    Sir JK wrote...

    Actually Sylvius, you get to decide what the tone is. But I don't.

    The more I follow these conversations the more it strikes me that there's fundamental differences to how people approach conversation (both in and out of games). I, for one, take great care in choosing how to deliver lines IRL. How I present the information I wish to communicate is very very important to me. It's the very foundation of how I talk. At times non-verbally signalling how I feel is way more important than the actual words used. With strangers I am tight-lipped, composed, polite. With people I know fairly well (my collegues and my friends) I am expressive, can frequently indulge in non-serious teasing and use a wide range of tones. But at all times I control how the information spoken is recieved based on my previous experiences with that person.

    This colours how my characters speak as well. They might not care what they're saying will hurt another character, but there's no question that they're not trying to prevent that either. Or they will care very much, at which point that will be clear as well. A joke will be clearly identified as a joke based on how it is spoken.

    Misinterpretation happens, yes. But it's rare. Very rare.

    This means that a silent protagnist occasionally says something that's interpreted the wrong way. Which to me means nothing other than miscommunication on my behalf. For the same reason you get upset when a character says something without your explicit input I get upset when my character delivers the line wrong (and I don't need to hear it to suffer that). My character did not do what I expected the character to and immersion is broken.

    I can only choose the tone of a silent line if it'snot addressed to anyone (and noone picks it up). In all other cases who I speak to will determine how I say it.

    Thus, because of our fundamental differences in how you and I approach conversation... a silent line increases control for you.... but lessens it for me.

    The difference here is that you think that other people's reactions are predictable.  So any time you speak, you can tell how they're going to react.  If their reaction falls outsied the expected range, you conclude that you failed to express yourself well.

    What this means is that you believe you can predict the behaviour of others more strongly than you believe that you know what it is you're saying.  You think you can predict other people's behaviour better than you can control your own.

    The mind boggles.

    Look at what you wrong here.  You wrote, "This means that a silent protagnist occasionally says something that's interpreted the wrong way."  How do you know?  How do you know that the NPC misinterpreted anything.  Maybe he's preoccupied and wasn't really listening.  Maybe he experienced some personal trauma that is relevant to this exchange, but you're unaware of it.  Maybe he has a really strange association with a particular word you used that he finds funny, regardless of the context.

    I don't know why you think these things are never true unless you're made explicitly aware of them.  Because that's what you're saying.  You're saying that you know how people will react to what you say - all people, all of the time - so whenever their reactions differ from your expectations it must be your fault.

    How can this possibly be your opinion?

    Sir JK wrote...

    I know. It does not work for me. I do not communicate that way. Not in or out of games. All it does is frustrate me, making me increasingly vexed that I cannot express myself properly. If the process repeats I'll just stop talking. Clearly I'm failing badly at it.

    Why do you think that?  Why do you presuppose that the failing is yours?  Or that there was a failing at all?


    It seems to me that they are saying the same thing you are only about the list, while you are talking about the wheel. If anything I htink the above said what you've been saying this whole time.

    #337
    ColGali

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    Ria wrote...

    My personal experience,which probably does not represent the majority, is that the only way to avoid uncharacteristic lines in DA2 is to stick with one personality type (diplomatic, sarcastic, blunt). I didn't want to do that and I had to reload probably around 50 times on my first playthrough to keep my Hawke's lines in character (much easier on replays because I know my way around the game). I'd imagine many people just sigh and move on without bothering to reload, though.


    Absolutely true!!! Thank you for writing this!

    #338
    Fast Jimmy

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    Fortlowe wrote.... 

    Bioware could do all that and more rather handily, I think. How about a tone toggle? This way when I have a question like "What did you do that for? I can, for instance, hold down L for one tone or R for another when I make the selection:
    L button:lol:"What did you do that for?"
    R button :crying:"What did you do that for?"
    A button :huh:"What did you do that for?"
    .


    I wouldn't be against this idea, btw. Especially considering that with DA2, they had to record a 'D/S/A' tone of every line anyway, in case the player choose a diplomatic line with a dominant tone that was not diplomatic. 

    There would be extra work in designing NPC responses, of course. And an enhancement of the UI to allow for this (instead of a direct port from DA2 - but then again, from hints Allen and David have dropped in threads recently, there is going to be SOME change, regardless). But I feel like this would at least give us more options, rather than one tone and line to say yes, one line and tone to make a joke and one line and one tone to say no. Which may be an oversimplification of the entire process, but a close enough caricature to ring true. 

    #339
    Mr Fixit

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    TCBC_Freak wrote...


    It seems to me that they are saying the same thing you are only about the list, while you are talking about the wheel. If anything I htink the above said what you've been saying this whole time.


    I think Sylvius is a rather vocal opponent of Hemingway's most famous maxim.

    Modifié par Mr Fixit, 05 octobre 2012 - 01:23 .


    #340
    Allan Schumacher

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    But I wouldn't be annoyed because they got those features. I'd be annoyed because I didn't.


    Exactly. This is an equivalence. We've annoyed part of our fanbase because the product is fundamentally different on other SKUs for really no good reason. The annoyance is exaggerated because it's evident that it could be done as the empirical evidence indicates that it can.


    That is a technical reason. Testing for consoles carries a higher burden, because there's a certification process. That's not your fault. That's Microsoft's fault. That's Sony's fault.


    Testing for consoles only creates a higher burden in that they won't let us release something that fundamentally breaks the game. By contrast, we ARE able to release stuff that flat out doesn't work more easily on the PC. I'm not a fan of releasing stuff that doesn't work and when I see people having fatal issues in DAO/DA2 it frustrates me as I empathize because I would have preferred we caught it before it got out into the wild!

    You don't do any QA on player-made mods, and yet you don't stop those (sometimes you even
    release toolsets). Is the problem there that it's BioWare releasing the feature?


    When player-made mods don't work, people don't hold the company accountable. This is an entirely fair and valid viewpoint.

    You're socially dominant. That's great. Some of us aren't. Don't actively exclude us from your games.


    That's just it, I don't really consider myself socially dominant. If anything I'd consider myself an introvert. I just don't get surprised when I talk with people. I dare say I find their responses utterly predictable.


    I think the dialogue systems in BioWare's silent PC games model real-world conversations pretty much exactly. That's how verbal exchanges work. You say what you want to say for whatever reason you want to say it, and then you deal with the fallout.


    And this is where you and I fundamentally disagree. CRPGs are restrictive and decidedly unadapatable compared to real life.

    What you've done here is conjured up some mental gymnastics in order to prevent cognitive dissonance so you can continue to enjoy the setting in a way that you like. What you value is this notion that you can state and imagine whatever you want with the line of dialogue, and rationalize the NPC response in order to reinforce your conviction towards what you like about choosing lines in a CRPG. But anyone that suggests that a dialogue system where the players is fundamentally restricted to a rigid set of dialogue options with specified words is an accurate reflection of real life is just seeing what they want to see. Manufacturing stuff like this is essential to suspension of disbelief since the rigidity of being in a deterministic computer application prevents the free flowing adaptability and reactivity of reality. Unless you're a fatalist that feels reality is deterministic as well (I am not). But computers by their very design at this time are deterministic, and hence any application that runs them are also deterministic.

    So for any given dialogue, the NPC response will always be predictable (from a deterministic point of view... it will always be the same). The only way a response can be modified in a CRPG is if there are specific rules that allow it (even in the event of a bug, the logical processes by which the computer is working is still predictable), which is still predictable.

    If I see a line that says "Hello there" and the NPC response is a cheerful "Hi there! How are you?" there are fundamental implications for how I said "Hello there" in order to receive that response. It means I probably didn't perform any tonal or non-verbal communication which would have typically elicited a less cheerful response. So while yes, I don't definitively state that I've been misinterpreted,

    There's a non-trivial amount of information out there that indicates how important tonal and non-verbal communication is in conveying a message. In my experiences it's true. In order for me to make the rationalizations that I do, I typically start to come to the conclusion that ALL characters in a CRPG setting are socially inept. This creates a cognitive dissonance in my experience and ultimately undermines the enjoyment I am getting.

    This is why I have always found I've had to do the mental gymnastics in a reverse order, requiring me to choose a line and then imagine how that line must have been delivered in large part based on the NPC response. People typically DO behave in a predictable fashion, and when they don't it makes me wonder what is causing that person to not behave in a fashion typical of a society's norms and mores. Video games rarely allow me to follow up on a miscommunication (which is a predictable response to a miscommunication between two people that are interacting). These restrictions are absolute... they're hardcoded into the way the game is constructed.

    #341
    Fast Jimmy

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    ^
    What you are saying is absolutely true and valid, Allen. And I think even Sylvius and myself would agree that the list is not a perfect tool as it exists today (it could have twenty different choices and still not be perfect). But I feel as of the wheel (and, when I say the wheel, I mean probably more accurately the entire dialogue gameplay unit in DA2, holistically) doesn't offer a better experience in letting us know beforehand what option we are choosing. The paraphrases can lead us into error just as easily as the lack of tone led you into misconceptions of how the line was delivered (or, in the case of Sylvius' "mental gymnastics" how the comment made was received.

    The problem comes from wanting to roleplay a certain personality. If you don't want to be a nancy-boy diplomat and don't want to constantly make jokes about dead people flopping around with no bones, then your only alternative is to play a sometimes-psychopath who refuses every side quest. You can't be a gruff guy who begrudgingly gets the job done (think Bruce Willis in Die Hard) and you can't often say no to a quest without it coming out as 'You're a piece of trash, I don't have time for your nonsense.'

    In a full text list, my no can just be a no... not an aggressive no. Heck, even a diplomatic no, or a diplomatic asking for money would be great.

    With the wheel/dominant tone/voiced PC, I can't be aggressive/short with one group of people (like l, say, Templars) and then be nice with another group (say, mages) without many tone changes, inconsistent actions and/or conflicting information given by Hawke. It's not RAMPANT by any means, but it still is difficult to do with current setup, where it was easily done with the list, where I could be as cruel or as kind as I saw fit from one conversation to the next.

    I agree on your comment that a lot was changed in the interface. And I'm not saying the new interface could NEVER be equivalent (or even surpass) the traditional list. But I (and others) want to iterate our concerns because there are many times when the value of the old system is silly dismissed as being archaic, rather than a resource from which the new interface could borrow heavily - if not in design and functionality, then at least in general spirit and player flexibility.

    Modifié par Fast Jimmy, 05 octobre 2012 - 04:48 .


    #342
    Sylvius the Mad

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    Allan Schumacher wrote...


    You don't do any QA on player-made mods, and yet you don't stop those (sometimes you even release toolsets). Is the problem there that it's BioWare releasing the feature?

    When player-made mods don't work, people don't hold the company accountable. This is an entirely fair and valid viewpoint.

    Exactly.  So let us mod it.


    That's just it, I don't really consider myself socially dominant. If anything I'd consider myself an introvert. I just don't get surprised when I talk with people. I dare say I find their responses utterly predictable.

    I'm routinely misunderstood.  I choose my words to try to control what sorts of misunderstandings might occur, but misunderstandings are inevitable.

    And this is where you and I fundamentally disagree. CRPGs are restrictive and decidedly unadapatable compared to real life.

    What you've done here is conjured up some mental gymnastics in order to prevent cognitive dissonance so you can continue to enjoy the setting in a way that you like. What you value is this notion that you can state and imagine whatever you want with the line of dialogue, and rationalize the NPC response in order to reinforce your conviction towards what you like about choosing lines in a CRPG.

    First of all, there's no need to rationalise the NPC responses because I don't pretend that I can explain them.  But the rest of your response here simply suggests that you an I approach games fundamentally differently.  Allow me to explain.


    But anyone that suggests that a dialogue system where the players is fundamentally restricted to a rigid set of dialogue options with specified words is an accurate reflection of real life is just seeing what they want to see.

    That's not the part that's like the real world.  But I will say that there's no requirement that the game be viewed as you describe it.  While there are only those few options available, those don't describe all the different things the PC could say.  Those simply describe the things the PC does say.  That's a different thing.

    The PC could say different things - those just aren't modelled within the game.  Just like Shepard could pull out his gun and shoot Captain Anderson - he could, but he doesn't.  That action isn't modelled within the game.  I don't accept that the game shows us every possible action.  But there's more to our disagreement than that.

    Manufacturing stuff like this is essential to suspension of disbelief since the rigidity of being in a deterministic computer application prevents the free flowing adaptability and reactivity of reality. Unless you're a fatalist that feels reality is deterministic as well (I am not). But computers by their very design at this time are deterministic, and hence any application that runs them are also deterministic.

    So for any given dialogue, the NPC response will always be predictable (from a deterministic point of view... it will always be the same). The only way a response can be modified in a CRPG is if there are specific rules that allow it (even in the event of a bug, the logical processes by which the computer is working is still predictable), which is still predictable.

    This is the crux of our disagreement.  You continue to look at the game from the point of view of the player of a game (possibly with the knowledge of a game designer).  You know that the responses are scripted.  You know that each dialogue option triggers one specific response.

    But when I'm playing, I don't know that, because I'm not viewing th game from the perspective of a player.  I'm seeing a world through the eyes of a character who lives there.  So I don't know that each line triggers a specific response.  I know the contents of my character's mind, and I know whatever he perceives to be true about the world in which he lives.  So when he says something to an NPC, he doesn't know what the reaction will be, which means I don't know what the reaction will be.  But I know why he's saying that line, and I know what he hopes to acheive my delivering it.

    This is why DA2 simply wasn't fun to play.  I knew how my character felt and what he wanted to achieve, but having fixed tones on the dialogue lines dramatically limited the range of options available to me.  It was far less likely that there was an option that was compatible with his current state of mind.  Furthermore, because the content of the lines themselves were hidden from me, I routinely found that Hawke would say things that ran entirely contrary to the state of mind I'd established for him.

    To me, roleplaying consists of seeing the world from my character's perspective, and DA2 denied me that by having my character constantly demonstrate that I didn't know what his perspective was.

    But DAO almost never did that.  In each situation, I knew how the Warden felt, and I knew what he wanted to achieve, and I would choose the dialogue option that was consistent with those feelings and objectives.  Sometimes it would take me a minute to figure out how any of those lines could be delivered or intended such that they would be consistent, but it was almost always possible (it was more difficult with Elf Wardens, I found).


    If I see a line that says "Hello there" and the NPC response is a cheerful "Hi there! How are you?" there are fundamental implications for how I said "Hello there" in order to receive that response. It means I probably didn't perform any tonal or non-verbal communication which would have typically elicited a less cheerful response.

    That's the logical jump I don't follow.  I don't see how you can think you know enough about the NPC's mind to have confidence that you can tell why he behaved the way he did.

    There's a non-trivial amount of information out there that indicates how important tonal and non-verbal communication is in conveying a message. In my experiences it's true.

    In my experience, it isn't.  If it were, there would be some sort of reference guide and I could learn it all from a book.


     In order for me to make the rationalizations that I do, I typically start to come to the conclusion that ALL characters in a CRPG setting are socially inept.

    I don't think rationalisations are ever okay.  Rationalisation is evidence of a failure of reasoning.  The reasoning should come before the result, not after.

    And second, I don't see any evidence that social skills are even real.  What you describe as socially inept is how I would describe all people.  It's the classic philosophical Problem of Other Minds - we can't even be sure other people exist, let alone the contents of their thoughts.


    Video games rarely allow me to follow up on a miscommunication (which is a predictable response to a miscommunication between two people that are interacting). These restrictions are absolute... they're hardcoded into the way the game is constructed.

    The inability to correct misunderstandings is often raised as a criticism of the silent protagonist, but DA2 offers a similar failing in that Hawke can say things you didn't mean to say, and we're not allowed to correct those, either.  While DAO doesn't allow us ot correct misunderstandings, DA2 doesn't allow us to correct misspeaking.

    Modifié par Sylvius the Mad, 05 octobre 2012 - 05:10 .


    #343
    Sylvius the Mad

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    Fast Jimmy wrote...

    And I think even Sylvius and myself would agree that the list is not a perfect tool as it exists today (it could have twenty different choices and still not be perfect).

    No, it's pretty close to a perfect tool.

    The ambiguity of language allows each line to be intended a variety of different ways.  Questions are wonderfully powerful in this regard, as they convey no information.  Questions are almost always safe.  That the PC asks a question does not mean that he necessarily needs that information, or doesn't already have it, or even cares what the answer it.  There are any number of reasons someone might ask a question.  He could use it rhetorically.  He could be toying with the listener by making him explain trivial things.  He could simply be delaying while he figures out what he wants to do.  He could be trying to distract the listener.  Or he might just want the answer to the question.

    That's what the silent protagonist gives us - a far wider range of control over the PC's personality.  But with the voice+paraphrase, each question is asked in a very specific way, often accompanied by a spoken explanation that wasn't approved by the player.

    When I play these games, I create my character's personality entirely in advance.  So I'm not choosing dialogue options because I think it would be interesting if my character were like that.  I'm choosing dialogue lines because my character is like that, so any time the actual spoken line differs materially from the paraphrase I chose (or the tone I intended), the entire process of roleplaying is undone.  All that work I did during character creation is rendered meaningless.

    #344
    Wissenschaft

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    Mr Fixit wrote...

    TCBC_Freak wrote...


    It seems to me that they are saying the same thing you are only about the list, while you are talking about the wheel. If anything I htink the above said what you've been saying this whole time.


    I think Sylvius is a rather vocal opponent of Hemingway's most famous maxim.


    I despise Hemingway's writting. He bores me to death. I can't stand his writting. 

    I have no idea what this has to do with the topic though......

    #345
    Wissenschaft

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    "The ambiguity of language allows each line to be intended a variety of different ways."

    I think of lines as having one meaning. Well, because its a video game I know each line with have one reaction because thats just the nature of computers.


    "That's the logical jump I don't follow. I don't see how you can think you know enough about the NPC's mind to have confidence that you can tell why he behaved the way he did."

    Well, it is a skill of communication. Getting to know someone well enough to predict how they will respond to questions is a rather common place social skill. Its how we can get away with playful teasing and still know when to stop said teasing before we angry our friend.

    Also, your issue is with voice+paraphrase and not the wheel itself but this has been covered before and I don't I'll convince anyone repeating the explanation Allan gave.

    Modifié par Wissenschaft, 05 octobre 2012 - 05:50 .


    #346
    Sylvius the Mad

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    Wissenschaft wrote...

    I also think of lines as having one meaning. Well, because its a video game I know each line with have one reaction because thats just the nature of computers.

    We all know that's the case, but I just can't imagine wanting to play that way.  Simply picking my way through someone else's story would be awfully dull.

    What I enjoy is creating a character and setting him loose in the world to see what happens.  Prior to the voiced protagonist, BioWare's games were really great environments for this.

    Well, it is a skill of communication. Getting to know someone well enough to predict how they will respond to questions is a rather common place social skill. Its how we can get away with playful teasing and still know when to stop said teasing before we angry our friend.

    We know these NPCs for a handful of hours, at best.  We can't possibly know them well enough in that time.

    Modifié par Sylvius the Mad, 05 octobre 2012 - 05:44 .


    #347
    Wissenschaft

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    Sylvius the Mad wrote...

    Well, it is a skill of communication. Getting to know someone well enough to predict how they will respond to questions is a rather common place social skill. Its how we can get away with playful teasing and still know when to stop said teasing before we angry our friend.

    We know these NPCs for a handful of hours, at best.  We can't possibly know them well enough in that time.


    I don't know about that, I can playful tease new acquaintances after talking for them a little bit. (I still consider myself an interovert because I hate crowds, get quite shy with new people, and prefer hanging out in smaller groups) Its also how I've played DA: O and DA 2 and being suprised by my PC lines hasn't been much of an issue. Less so in DA 2, I would say because of the tone Icons.

    I get the feeling your playing DA 2 as if it were a P & P where you
    have complete control over how your characters think, speaks, and
    acts. But you don't in DA 2, the tones are set for you and if DA 3
    follows a similar style (which seems highly likely) you still won't. DA 2
    is more like being given a role in a play to act. You get some leyway
    in what personalilty to give Hawke and what he cares about but your
    still stuck playing Hawke in the end of the game similar to how other
    games like the Witcher have you stuck playing the same person each
    playthough. So while you can change Hawke' s personailty you cannot make up
    exactly what hes going to say or when hes going to say it.

    I don't see bioware changing back to a silent protagist, well, ever. Which means your probabaly going to be disappointed in the DA series from now on if this is a game breaking issue for you.

    Modifié par Wissenschaft, 05 octobre 2012 - 05:55 .


    #348
    Sylvius the Mad

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    Wissenschaft wrote...

    I get the feeling your playing DA 2 as if it were a P & P where you have complete control over how your characters think, speaks, and acts.

    Because that's how I played DAO, as it worked really well.  That's how I played BG, BG2, NWN, KotOR, and Jade Empire.  That's the gameplay that made be a fan of BioWare.

    But you don't in DA 2

    Hence my complaint.

    #349
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    Sylvius the Mad wrote...



    There's a non-trivial amount of information out there that indicates how important tonal and non-verbal communication is in conveying a message. In my experiences it's true.

    In my experience, it isn't.  If it were, there would be some sort of reference guide and I could learn it all from a book.



     In order for me to make the rationalizations that I do, I typically start to come to the conclusion that ALL characters in a CRPG setting are socially inept.

    And second, I don't see any evidence that social skills are even real (...) we can't even be sure other people exist, let alone the contents of their thoughts.


    Seems to me these quotes say everything that needs to be said. And sorry Sylvius, it's not pretty.

    Modifié par Mr Fixit, 05 octobre 2012 - 06:09 .


    #350
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    "In my experience, it isn't. If it were, there would be some sort of reference guide and I could learn it all from a book."

    Sadly social skills aren't something you can learn from a book. Everyone reacts differently and have their own subtle ticks so you just have to be observant. Of course, some people are just very bad at picking up on body language and social ques which certainly hurts their ability to communicate.

    "And second, I don't see any evidence that social skills are even real (...) we can't even be sure other people exist, let alone the contents of their thoughts."

    A Descarte fan perhaps? But even Descarte admitted that each day he, like everyone else, just assumed other people were real and went from there. Besides, its a falacy to believe that if we can't prove something that it doesn't exist. Unless your suffering from a mental illness theres no logical reason to doubt what you see as real so its safer to just assume it is real until given a reason to think otherwise.

    But I digress. My philosphical self got a little excited.

    Modifié par Wissenschaft, 05 octobre 2012 - 06:17 .