Poll: Dialogue - ME style interrupt options, yes/no?
#26
Posté 05 octobre 2012 - 02:26
#27
Posté 05 octobre 2012 - 02:32
#28
Posté 05 octobre 2012 - 02:34
TsaiMeLemoni wrote...
I wanted to vote no, but as a simple no, not with what else is associated with the no answer.
That's why I didn't vote on the poll. I don't particulary like the dialogue wheel, but it's a different feature from the interruptions.
#29
Posté 05 octobre 2012 - 02:34
But what I would like to see is a return of attribute and skill based exclusive dialogue options.
Since the wheel pops up prior to the speaker finishing their sentence - interrupts could be incorporated into the wheel beside dialogue options.
Lets face it - how many people didn't take the interrupts when they popped up? They were basically a quick time event.
#30
Posté 05 octobre 2012 - 02:36
AlexJK wrote...
I love the interrupts, would happily see them incorporated into DA3 in some way. How many times in DAO and DA2 would you have loved to just cut a dialogue short with a fireball or throwing knife?
Almost never. I don't hate interrupts, but I don't see the need to have them either.
#31
Posté 05 octobre 2012 - 02:38
#32
Posté 05 octobre 2012 - 02:42
Interrupts make you watch what is going on, to ensure that you are aware of your situation and surroundings beyond simply what the bad guy is saying to you...slimgrin wrote...
Interrupts were never a good idea. It turns the experience even more into watching a movie, when you should be paying attention to dialog.
#33
Posté 05 octobre 2012 - 02:44
AlexJK wrote...
Interrupts make you watch what is going on, to ensure that you are aware of your situation and surroundings beyond simply what the bad guy is saying to you...slimgrin wrote...
Interrupts were never a good idea. It turns the experience even more into watching a movie, when you should be paying attention to dialog.
I actually found the opposite - and this is what I've always found with quick time events....you actually stop watching your situation and surrounding and you're watching the point on the screen to activate it.
#34
Posté 05 octobre 2012 - 02:50
Simple interrupts are a bit less likely to draw that kind of behaviour than complex QTEs though? I never had a problem spotting the (pretty huge) red or blue badges that popped up in ME, but I would agree that QTEs displaying a complex combination of keys or mouse movements are a pain in the ass.Icinix wrote...
I actually found the opposite - and this is what I've always found with quick time events....you actually stop watching your situation and surrounding and you're watching the point on the screen to activate it.
Modifié par AlexJK, 05 octobre 2012 - 02:50 .
#35
Posté 05 octobre 2012 - 02:54
AlexJK wrote...
Simple interrupts are a bit less likely to draw that kind of behaviour than complex QTEs though? I never had a problem spotting the (pretty huge) red or blue badges that popped up in ME, but I would agree that QTEs displaying a complex combination of keys or mouse movements are a pain in the ass.Icinix wrote...
I actually found the opposite - and this is what I've always found with quick time events....you actually stop watching your situation and surrounding and you're watching the point on the screen to activate it.
Oh for sure, definitely.
But not so much spotting is as so much, keeping an eye in the corner for it - waiting and expecting it - keeping an ear out for the tone. Considering how much effort they're putting into cinematic camera angles and the like - I think its a direction which is not needed - and goes counter to making the scene more interesting for the player. They're really anti the wardens head in DAO because it had no expression and one camera angle - but it was the only thing that had my focus when it was on the screen.
#36
Posté 05 octobre 2012 - 03:09
#37
Posté 05 octobre 2012 - 04:14
I dig interrupts in ME but I rather like the more measured and exact choices from DA. Most times in ME you can figure out what the interrupt will do (shows a clenching fist, reaching for something, turning on the omnitool, shows a far off item to shoot) but sometimes you have no idea what would happen.
#38
Posté 05 octobre 2012 - 04:24
#39
Posté 05 octobre 2012 - 04:29
On the flip side there were many points I'd have liked to have to caring interrupts I wouldn't have minded giving merril after her final quest, buying Isabella a drink, putting a hand on Varric's shoulder to stop him from freaking out during the quest about finding his brother. something like that.
#40
Posté 05 octobre 2012 - 04:45
The dialogue wheel in ME3 was lacking considerable choice, and that is one thing that for the most part DA:O did well (and DA2 to a lesser extent).
#41
Guest_Faerunner_*
Posté 05 octobre 2012 - 04:46
Guest_Faerunner_*
#42
Posté 05 octobre 2012 - 05:00
#43
Posté 05 octobre 2012 - 05:05
#44
Posté 05 octobre 2012 - 05:06
#45
Posté 05 octobre 2012 - 05:07
#46
Posté 05 octobre 2012 - 05:09
I already felt that DA2 tried too hard to be like a fantasy-Mass Effect in some respects. I really want them to avoid that and let Dragon Age stand on its own.
I would like to see more actions like this that change up interactions based on class or inclination, but I don't want the interrupt mechanic.
Modifié par Terraforming2154, 05 octobre 2012 - 05:10 .
#47
Posté 05 octobre 2012 - 05:51
We will have some kind of Paragon/Rivalry/Friendship/Renegade points. And we WILL have cinematic. Why not put thous points to work? Tell me you did not like interrupts in ME2! They were awesome! And if in DA3 they can incorporate something similar - why not?
Terraforming2154 , your example just perfect! And why don't you want to make interrupts like this made triggered by you?
Modifié par Amirit, 05 octobre 2012 - 05:53 .
#48
Posté 05 octobre 2012 - 05:57
This was fixed with ME3, which added neutral reputation points.
However, I would much rather see individual reputation tracked by each NPC faction. If you do something that impacts a particular group of NPCs, it makes sense that would affect the way they think about the PC.
Same goes for individual friendship/rivalry with companions. Even the existing DA2 system was already much better than the universal "rude renegade" / "pushover paragon" system in ME2.
I think it would be significantly improved by individually tracking your reputation with each of the various NPC factions, however.
Modifié par naughty99, 05 octobre 2012 - 05:58 .
#49
Posté 05 octobre 2012 - 06:15
Amirit wrote...
What many people here are forget is DAO RP system remains only in DAO. It's lost, gone, does not exist anymore and we know already it will not come back. Every information leak proves that DA3 will be more close to DA2 hence - ME. And if this is the case, why not take the best features from that ME style?
We will have some kind of Paragon/Rivalry/Friendship/Renegade points. And we WILL have cinematic. Why not put thous points to work? Tell me you did not like interrupts in ME2! They were awesome! And if in DA3 they can incorporate something similar - why not?
Terraforming2154 , your example just perfect! And why don't you want to make interrupts like this made triggered by you?
I was never that keen on interrupts, honestly. I hated how they cut off dialogue (well, caused dialogue to fade out awkwardly), and felt that they broke up the flow of the conversation. Also, I just want to avoid anything that was part of the frustrating paragon/renegade dichotomy.
I guess if they could make scenes like the one I linked into interrupts, but I don't see why picking them via dialogue wheel needs to be changed into mashing a button quickly. I think my bigest problem is that I just really don't want the game to be like Mass Effect and I just don't want to see them relying or re-using that game's mechanics.
#50
Posté 05 octobre 2012 - 06:23
One reason why I like the cinematic storytelling that's done through a lot of the dialogue in Bioware games is that I can sit back and enjoy what's going on. It let's me focus on the story. The interrupt mechanic draws me out of that. I find myself watching for the interrupts rather than watching what's happening.
You can still have a lot of the same effects that the interrupt option gives you by simply including more action oriented responses in the dialogue wheel itself.





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