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#201
Sylvius the Mad

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arcelonious wrote...

That really has more to do with a limit to how many dialogue options that developers can implement into their system due to resources and technology.  Those dialogue responses were what initiated a romance with Morrigan.  I'm not against the idea of adding complexity to the romance beyond the heart icons, such as romances dependent upon further, unmarked dialogue (e.g., Isabela's romance), but I personally do like it when I know that my character is attempting to initiate it.

You do know that.  You decide that.  You've aways decided that.

What you shouldn't know is how it is going to be received.

Frankly, ninjamances would have improved the DA2 system by at least making the NPC responses less predictale.

#202
Fast Jimmy

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KiddDaBeauty wrote...

Fast Jimmy wrote...

I would LOVE to see someone give a stab at putting some DA:O companion conversations into the wheel. Just as an effort to show me that DA:O conversations could even WORK in the wheel. In the case of Morrigan, I seriously doubt it could. 

Here's an attempt I just did real quick. I youtube'd "morrigan dialogue" and found this video.

If there's anything that seems interesting about the venture, it's that the options are not always put in the same order and sometimes there's multiple answers of the same colour on the wheel at the same time.

EDIT: BSN colour coding leaves... much to be desired. And now all formatting screwed up. Click link here instead.


This is a good example, however rarely in DA2 do we get as many variances from the usual Diplomatic/Snarky/Aggressive molds as you give... but a successful venture, nonetheless.

However, this is pretty standard faire as far as romances go. What I am talking about is when you talk to Morrigan about love and the relationship. After all, these dialogues are for the friendship paths as well and aren't tied particularly to the romance (where Morrigan's more thorny implementation of the wheel's limitations is more exposed).

This Anders romance scene I just plucked off Youtube shows multiple flirts (all of which progress the romance, mind you), as well as only two examples of deviation from the standard D/S/A responses (one honesty and another blunt). Not the most complex example in DA2, I'm sure, but one I just dug up out of the blue.

#203
NRieh

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Morrigan disapproves of you saying you love her. Its not a stat roll, or a number crunch. She does not like it.

Put the Morrigan romance into a dialogue wheel. Show me how that would work with DA2.

Same as it worked for DAO, same as it worked for Aveline's "fake" romance options. You intend to say you love her, you pick that line, you get... -20 rival (or whatever - affection loss).

What's your problem here? Where did you get it from that it's ICON that makes you have "I Win" and lack of icon that brings variety of reaction?!

I'm a non-native speaker, so - yeah, I sometimes may have some issues with both expressing and understanding things. But how can it be NOT obvious, that your mentioned problem is not about max lenght of dialogue string and screen size, it's about WRITING. Writers - you know, they write things. System limits their options in numbers (like 6 PC lines per dialogue), but it does not prevent them from any kind of variety in responses!

#204
MilaBanilla

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They should make the para-phrase a bit better. I remember going to the Dalish after sending Fenyriel to Marethari and I chose "regret coming?"(something like that) and my hawke replies "tired of elves?"
My jaw drop and felt horrible even though it didn't affect anyone. I was ashamed of my hawke xD

#205
Wulfram

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Morrigan: And should you choose not to continue... our misadventure, then so be it Very simple is it not
[Diplomatic]I can live with that (+5 Friendship)
[Sarcastic]Gee, thanks for spelling it out for me
[Aggressive] So if I say this will never happen again
[Romantic] And what about love? Does that enter the picture? (+15 Rivalry)

I really don't see the issue

#206
Fast Jimmy

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arcelonious wrote...

Fast Jimmy, let's just leave it that we value and expect different things from a game, and we're simply not going to agree with how we perceive what the wheel and list offer and deny.


You may keep your mouth closed if you wish, but don't close your mind. 

The wheel worked in Mass Effect, where we played an Alliance soldier who could determine whether to be extreme hardcore or a genuine nice guy. But in DA, where the choices in RPGs are so much more colored and varied than just "good cop/bad cop" options of a solider in the Mass Effect universe, you'll need more than just a handful of tones in order to offer all the choices that come with playing vastly different characters. Which is why the wheel is something I'm not convinced works at all in DA2. I hope the improvements David has been talking about addresses some of these types of incongruencies.

#207
Iosev

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Fast Jimmy wrote...

You may keep your mouth closed if you wish, but don't close your mind.


Please don't misconstrue my lack of desire to argue as a lack of being open-minded.  I've enjoyed both Dragon Age: Origins and Dragon Age 2, and I don't think I've ever suggested that I'm unwilling to try new experiences and changes in future titles.

Modifié par arcelonious, 03 octobre 2012 - 07:53 .


#208
Fast Jimmy

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Wulfram wrote...

Morrigan: And should you choose not to continue... our misadventure, then so be it Very simple is it not
[Diplomatic]I can live with that (+5 Friendship)
[Sarcastic]Gee, thanks for spelling it out for me
[Aggressive] So if I say this will never happen again
[Romantic] And what about love? Does that enter the picture? (+15 Rivalry)

I really don't see the issue


The problem is that never once in all of DA2 did choosing the heart/Romantic icon result in a bad thing happening. Not to mention that we wouldn't get these responses, we would get the paraphrase. And, in addiiton, the way many people played DA2, they would choose the answer based on their dominant tone, without looking at the options. 

And I hardly see how "so if I see how this will never happen again" is an aggressive statement. Morrigan certainly does not react as if you say it aggressively. And with an aggressive dominant tone, I have the feeling the Warden would be yelling that at her. 

#209
NRieh

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The problem is that never once in all of DA2 did choosing the heart/Romantic icon result in a bad thing happening.

...and yeah -it's wheel to blame, of course...

By the way do you know that DA2 had several points where you had more than one heart avalible at a time?

And I hardly see how "so if I see how this will never happen again" is an aggressive statement. Morrigan certainly does not react as if you say it aggressively. And with an aggressive dominant tone, I have the feeling the Warden would be yelling that at her.

You know that what is usually called "agressive personality " is absolutely not maniac, that shouts and yells at each and every person, punching faces, right? Did you pick "red" answers a lot?

#210
Fast Jimmy

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Nrieh wrote...

Morrigan disapproves of you saying you love her. Its not a stat roll, or a number crunch. She does not like it.

Put the Morrigan romance into a dialogue wheel. Show me how that would work with DA2.

Same as it worked for DAO, same as it worked for Aveline's "fake" romance options. You intend to say you love her, you pick that line, you get... -20 rival (or whatever - affection loss).

What's your problem here? Where did you get it from that it's ICON that makes you have "I Win" and lack of icon that brings variety of reaction?!

I'm a non-native speaker, so - yeah, I sometimes may have some issues with both expressing and understanding things. But how can it be NOT obvious, that your mentioned problem is not about max lenght of dialogue string and screen size, it's about WRITING. Writers - you know, they write things. System limits their options in numbers (like 6 PC lines per dialogue), but it does not prevent them from any kind of variety in responses!


My issue is simple - the wheel assumes that the way the writers intended the line is how it is going to be delivered. It is a combination of the voiced character and the wheel, in fact.

The combined interface assumes my tone for a statement... even if the tone I want to use (say, diplomatic) doesn't match up at all with the words that come out, or if the words I would use are tied to a tone I would not want (Wulframs above quote of Morrigan labeled as Sarcastic I always viewed as more sheepish). I know the writers will write a response to the statement, regardless, but advertising a line as Romantic, or Sarcastic, or Aggressive advertises to me how the NPC will receive that line (and how my voiced character will say it). 

Its a question of limited freedom. If I'm playing a character who is genuinely a nice guy, I'll say nice things and maybe occassionally slip in a joke. With the wheel, I know exactly where the nice guy response is (top right) and I will know that a joke I make will be the sarcastic option. This doesn't let me read the options and accidentally say what I think is a funny line and have the NPC take it as mean. It doesn't allow me to say something romantic and have the NPC think it is funny. 

The wheel conveys intent without words, when I contest the 99% of what humans think about when they communicate is done by choosing their words. Body language, nuance, inflection, tone... these are all things that are used heavily in communication (oftentimes more is said with this than words)... BUT when people are talking, they don't think of these. An angry person will not think "I need to raise my voice and say things more forcefully" they will think "I'm going to tell this person off! His argument is totally flawed due to points A, B and C." 


Also, in your example, there is no affection in DA2, so that's something I'd like to see in DA3. As I said in another thread, you could have rivalmanced Allistair in DA:O if you agreed with everything Morrigan said, killed his foster family, made fun of him for being a virigin, berated him for mourning his mentor's death and done everything morally and ethically that he is against. That does not make sense. And the wheel, correspondingly, does not make sense. It leaves no room to fail, which means there it only makes sense to pick the obvious choices, time and again. Want to do a sarcastic character? Just pick the middle option every time. Want to romance Fenris? Just say nice things and pick the Heart every time. 

The entire experience is reduced to knowing exactly what to pick almost every single conversation. That's not at all how DA:O played. Their conversations were landmines in many cases - and that's a good thing. Communicating with people can be treacherous sometimes - as seen in this thread right here! People can intend to be antagonistic, or they can intend to be informative, but regardless their words are interepretted in ways they may or may not have intended. That's the beauty of the human experience.

Modifié par Fast Jimmy, 03 octobre 2012 - 08:25 .


#211
Wulfram

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Fast Jimmy wrote...

The problem is that never once in all of DA2 did choosing the heart/Romantic icon result in a bad thing happening.


So?  I don't see the issue.  Morrigan is a different person to the DA2 LIs.  Getting a bit of Rivalry/Disapproval isn't going to stop the romance continuing anyway

Not to mention that we wouldn't get these responses, we would get the paraphrase.


[Diplo]Okay
[Sarc]Generous of you to tell me
[Aggressive]What if this is it?
[romantic]Doesn't romance come into it?

And, in addiiton, the way many people played DA2, they would choose the answer based on their dominant tone, without looking at the options.


Well, if that's the way they like to play the game.  I don't see the problem.

And I hardly see how "so if I see how this will never happen again" is an aggressive statement. Morrigan certainly does not react as if you say it aggressively. And with an aggressive dominant tone, I have the feeling the Warden would be yelling that at her.


Well, it's confrontational, or so I read it.  It's not surprising if PC dialogue that wasn't written for the DA2 three tone system doesn't fit it perfectly.  I do think that the red dialogue options could have done with a better way of conveying intensity.

#212
Fast Jimmy

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Nrieh wrote...

The problem is that never once in all of DA2 did choosing the heart/Romantic icon result in a bad thing happening.

...and yeah -it's wheel to blame, of course...

By the way do you know that DA2 had several points where you had more than one heart avalible at a time?


Yes, I did. More options to auto-win, honestly. I was glad to see them. But they advanced the romance regardless. Never once did I worry that choosing a heart icon would be to the detriment.

You know that what is usually called "agressive personality " is absolutely not maniac, that shouts and yells at each and every person, punching faces, right? Did you pick "red" answers a lot?


Yes, I played an entire playthrough with nothing but aggressive responses. Not everyone was insane... but there were enough to make me dread choosing it every time. Having no idea if the response would be a cold, smoldering anger or a shout of pure, unadulterated rage is not my cup of tea. All it takes is to get blind sided by a response like that once and then you don't want to pick the option again.

I never had the issue with the dialogue list... because I knew what the words being said were (and wouldn't choose them if they sounded insane) and also because the responses weren't labeled as aggressive. The words spoke for themselves.

#213
Wulfram

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If the designers really felt that heart dialogue choices must always be positive, they could always just have the "What about love?" option be designated with a choice icon or something.

#214
Fast Jimmy

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Wulfram wrote...

Well, it's confrontational, or so I read it.  It's not surprising if PC dialogue that wasn't written for the DA2 three tone system doesn't fit it perfectly.  I do think that the red dialogue options could have done with a better way of conveying intensity.


But why have that intensity, honestly? Why does every conversation have to be about funny/nice/assertive? Can't there be more than three tones in the vast majority of conversations? I know there are other icons used in the game, but the fact that these three are the prime ones just shows this was a direct pull off of the Paragon/Renegade system, except they realized no one really picked the neutral options. So, while in ME3 they just ditched the middle/neutral option altogether for most conversations (making the conversations seem bare and full of auto-dialogue), the DA team slipped in a "funny" option. 

I never considered many of the Warden's dialogue options to be "renegade" or "aggresive" (excpet maybe the Tower Annulment), the vast majority of options were plausible to use in most cases. But the only reason I chose many of Hawke's or Shepherd's aggressive/renegade options was because I was doing one a aggro/renegade playthrough. Because I could never tell when Shep/Hawke was going to be realistic and sane, or ridiculous and over the top. And that's a problem that can be tied directly back to the wheel/paraphrase system.

Modifié par Fast Jimmy, 03 octobre 2012 - 08:33 .


#215
Fast Jimmy

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Wulfram wrote...

If the designers really felt that heart dialogue choices must always be positive, they could always just have the "What about love?" option be designated with a choice icon or something.


I would be fine with that. And I would be fine with the heart icon being negative sometimes as well. But in DA2, it wasn't. Ever. It was an auto-win button. And, just like choosing the diplomatic option every time if you viewed yourself as a "nice" character, it requires zero thought the vast majority of the time. 

Whereas in DA:O, I had to pour over every dialogue option and really consider the best response. I did that to a much lesser extent in DA2 and the ME series.

#216
EpicBoot2daFace

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http://1.bp.blogspot...ion_deus_ex.bmp

Why can't we have this? It works much better than the dialogue wheel and the paraphrasing is kept to a minimum. It's a win-win for the player.

The dialogue wheel scales everything down and uses paraphrasing that often doesn't match the player's choice, despite the icons. I really don't understand why everything has to be paraphrased, anyway. What is the benefit of that over a system that doesn't paraphrase or keeps it to a minimum?

#217
Allan Schumacher

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Fast Jimmy wrote...

The problem is that never once in all of DA2 did choosing the heart/Romantic icon result in a bad thing happening.



This has nothing to do with whether or not an icon is present.  Do you believe that the icon in some way fundamentally prevents a writer from having a "heart" line have the NPC respond poorly?

This is more a criticism towards how you feel towards DA2's writing in general rather than the mechanics of the wheel or the icon.

#218
NRieh

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Also, in your example, there is no affection in DA2

Ohrly? That's why Isabella grabbed a book and got away on all my pt - because there is no affection points that are checked for this event, will know now...And Fenris sides with you for mages purely random, I suppose?.. There IS affection, but it's different from DAO, you know. You will not get Act 2 "questioning beliefs (romance lock)" without 50% of affection scale.

And, yeah, imperfect affection system is also wheel&icon fault, I got it. Everything that could be better in DA2 - is because of wheel and icons, is there any way we can blame it for reusing dungeons, I wonder?

The entire experience is reduced to knowing exactly what to pick almost every single conversation.

Guess what? This phrase is 100% true for any other then first DAO pt. And any second pt of any game (BG and NWN included). It's true for all games, where questions and answers are not randomly generated. So, following your logic - you should never replay anything. Becasue you can't forget what does what.

#219
NRieh

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Allan Schumacher wrote:

Do you believe that the icon in some way fundamentally prevents a writer from having a "heart" line have the NPC respond poorly?

This is more a criticism towards how you feel towards DA2's writing in general rather than the mechanics of the wheel or the icon.

That's what I'm trying to say for something like two pages, I think. That people took "wheel" as some kind of "devil" that should be blamed for any kind of writing and\\or social DA2 problems...but some just like blaming the wheel, I guess...

#220
Sylvius the Mad

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Allan Schumacher wrote...

This has nothing to do with whether or not an icon is present.  Do you believe that the icon in some way fundamentally prevents a writer from having a "heart" line have the NPC respond poorly?

No, but it prevents us from thinking there's any risk when selecting it.

The problem isn't that the writers won't let us fail.  The problem is that we know they won't let us fail.

Since they won't let us fail, the only way to fail is to choose the wrong option.  But the icons label the options very clearly (as intended), so we can then only fail by wilfully failing.  And being unable to fail unless you're tryign to fail makes success vastly less triumphant, since all you need to do to succeed is to want to succeed.

Modifié par Sylvius the Mad, 03 octobre 2012 - 08:58 .


#221
Allan Schumacher

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No, but it prevents us from thinking there's any risk when selecting it.

The problem isn't that the writers won't let us fail. The problem is that we know they won't let us fail.


That's a writing issue.

If you have full lines of dialogue that are romantic and the NPCs always respond positively to them, there's no risk there. Any presumed risk that you think might be there is a complete manifestation within your own mind and not reflective of the actual data that is present. Furthermore, there is nothing stopping you from having this same manifestation with a heart icon.

All it would take is a single instance of an NPC tearing a strip into the player character in response to choosing a heart icon, and suddenly people would be like "whoa!"

This is not a mechanics issue.

Modifié par Allan Schumacher, 03 octobre 2012 - 09:00 .


#222
Chiramu

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KainD wrote...

I even prefer a non-voiced protagonist for the variety it gives and for imagination.


It's not nice feeling like a mute...Origins made me completely feel like I couldn't talk, because my character just blankly stared at the character they were talking with. 
If they had some facial animations with lip syncing with the words they are "pretending" to say, it would feel as bad, although I'd still feel like a mute.
I'd actually take the Ocarina of Time voice sampling over being a mute.

#223
Masha Potato

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Fast Jimmy wrote...

The problem is that never once in all of DA2 did choosing the heart/Romantic icon result in a bad thing happening.


I'd classify Aveline remaining oblivious to all your advances as a bad thing. Or all those Dalish telling you to gtfo if you flirt with them

#224
Guest_Puddi III_*

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The heart icon just represents the intent to heart them like any other icon represents an intent. The rate of success in hearting them is indeed an independent issue from the icon itself, though there are in fact instances where it does not succeed in DA2.

So I have no issue with the icon.

#225
Xewaka

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Masha Potato wrote...

Fast Jimmy wrote...
The problem is that never once in all of DA2 did choosing the heart/Romantic icon result in a bad thing happening.

I'd classify Aveline remaining oblivious to all your advances as a bad thing. Or all those Dalish telling you to gtfo if you flirt with them

Varric also resists your advances.