The dialogue wheel
#1
Posté 21 octobre 2012 - 07:24
I personally am not a fan of it. I always felt like my options were limited to only a few responses and Sometimes Hawke would not say what I thought he would.
#2
Posté 21 octobre 2012 - 07:27
#3
Posté 21 octobre 2012 - 07:29
#4
Guest_FemaleMageFan_*
Posté 21 octobre 2012 - 07:29
Guest_FemaleMageFan_*
#5
Posté 21 octobre 2012 - 07:30
#6
Posté 21 octobre 2012 - 07:33
FemaleMageFan wrote...
The dialogue tree and dialogue wheel had the same number of dialogue on average
I would have to dissagree. There was a bit more viriaty with the dialogue tree. I never really knew how I could respond to a character till the options were right in front of me. With wheel I always knew that I was going to have the option to be nice, mean, or sarcastic. If I wanted a nice Hawke I could just sit there and hit the nice option everytime and not care. And I found that the Wheel generally had about three responses where the tree would have around 4 or 5.
#7
Posté 21 octobre 2012 - 07:33
Still don't see why the presence of a fully voiced protagonist and the bloody wheel have to be linked. Can't we just have the exact same Origins dialogue system with the icons, (for clarification), AND the voice actor doing their thing? I know, it's mind boggling and I'm asking for the world on a silver platter, but pretty please???
#8
Posté 21 octobre 2012 - 07:33
However it still needs a lot of work. It didn't flow very well in Dragon Age 2. You would get your three options and an investigate option. You could then go investigate, but when you tried to advanced the conversation your response was often like you had never investigated. Sometimes it worked out okay sometimes it was really odd and broke the flow. It was really annoying to me. It happens in Mass Effect games too, but it was way worse in Dragon Age. (probably because it was their first time writing that style?).
I think it can be a good thing if they polish it up. With better flowing dialogue and a more informative wheel (the colors/icons did help some). I didn't feel like my options were 'limited'. I felt like the same amount of interaction/information was still present, but the flow of the conversations were inconsistent.
#9
Posté 21 octobre 2012 - 07:34
DA2 dialogue wheel with paraphrasing, auto-dialogue, 3 options to choose, dominant tone and good sarcastic and moody is absolutely terrible.
Modifié par ianvillan, 21 octobre 2012 - 07:37 .
#10
Posté 21 octobre 2012 - 07:36
Caiden012 wrote...
I would have to dissagree. There was a bit more viriaty with the dialogue tree. I never really knew how I could respond to a character till the options were right in front of me. With wheel I always knew that I was going to have the option to be nice, mean, or sarcastic. If I wanted a nice Hawke I could just sit there and hit the nice option everytime and not care. And I found that the Wheel generally had about three responses where the tree would have around 4 or 5.
You could disagree, but you would be objectively wrong. The tree and the wheel have the same number of options on average; however, the investigate options which would clutter up the tree are presented in their handy little subsection with the wheel. Technically, if Bioware wanted to utilize it fully, the wheel has more slots that the tree does.
#11
Posté 21 octobre 2012 - 07:36
Can't we just have the exact same Origins dialogue system with the icons, (for clarification), AND the voice actor doing their thing? I know, it's mind boggling and I'm asking for the world on a silver platter, but pretty please???
No, Bioware commented on this WAY back when Mass Effect 1 came out. Basically they think it's silly if you 'read' the response, THEN hear your character drawl it out. Everyone would skip it anyway, because they just read the dialogue and delivered it in their mind.
#12
Posté 21 octobre 2012 - 07:38
#13
Posté 21 octobre 2012 - 07:39
I don't like how the investigation is on the side and doesn't really effect the dialog. I remember I used the investigations and when I clicked my one of the three colors reply, it sounded like I hadn't asked any questions at all and just responded to the NPC. It was... weird.
Also, I hope they take away or fix the symbols and the personality system. Do I really have to sound like a jerk just to disagree with someone?
Modifié par FINE HERE, 21 octobre 2012 - 07:41 .
#14
Posté 21 octobre 2012 - 07:39
Zanallen wrote...
Caiden012 wrote...
I would have to dissagree. There was a bit more viriaty with the dialogue tree. I never really knew how I could respond to a character till the options were right in front of me. With wheel I always knew that I was going to have the option to be nice, mean, or sarcastic. If I wanted a nice Hawke I could just sit there and hit the nice option everytime and not care. And I found that the Wheel generally had about three responses where the tree would have around 4 or 5.
You could disagree, but you would be objectively wrong. The tree and the wheel have the same number of options on average; however, the investigate options which would clutter up the tree are presented in their handy little subsection with the wheel. Technically, if Bioware wanted to utilize it fully, the wheel has more slots that the tree does.
There are subsections in the tree. I can walk up to Morrigan and say that I want to talk about our relationship everytime I go to talk to her. This would lead to a set of options that would lead into a full conversation.
Modifié par Caiden012, 21 octobre 2012 - 07:40 .
#15
Posté 21 octobre 2012 - 07:41
Caiden012 wrote...
I personally am not a fan of it. I always felt like my options were limited to only a few responses and Sometimes Hawke would not say what I thought he would.
The former is categorically false. DA:O's text options had a hard limit of six responses. The dialogue wheel typically offers at least six, but is capable of offering up to ten.
The latter, well, your mileage may vary.
Caiden012 wrote...
There are subsections in the tree. I can walk up to Morrigan and say that I want to talk about our relationship everytime I go to talk to her. This would lead to a set of options that would lead into a full conversation.
That isn't a wheel issue. It's a "you can talk to the companions whenever you want" issue.
The wheel has subsections as well.
Modifié par Upsettingshorts, 21 octobre 2012 - 07:42 .
#16
Posté 21 octobre 2012 - 07:42
Caiden012 wrote...
Zanallen wrote...
Caiden012 wrote...
I would have to dissagree. There was a bit more viriaty with the dialogue tree. I never really knew how I could respond to a character till the options were right in front of me. With wheel I always knew that I was going to have the option to be nice, mean, or sarcastic. If I wanted a nice Hawke I could just sit there and hit the nice option everytime and not care. And I found that the Wheel generally had about three responses where the tree would have around 4 or 5.
You could disagree, but you would be objectively wrong. The tree and the wheel have the same number of options on average; however, the investigate options which would clutter up the tree are presented in their handy little subsection with the wheel. Technically, if Bioware wanted to utilize it fully, the wheel has more slots that the tree does.
There are subsections in the tree. I can walk up to Morrigan and say that I want to talk about our relationship everytime I go to talk to her. This would lead to a set of options that would lead into a full conversation.
Talk to the devs about it. Dialog tree, hard limit of 6 options, including investigate. Dialog wheel, limit of ten options. This has been addressed before in previous threads.
#17
Posté 21 octobre 2012 - 07:43
#18
Posté 21 octobre 2012 - 07:43
#19
Posté 21 octobre 2012 - 07:43
Caiden012 wrote...
There are subsections in the tree. I can walk up to Morrigan and say that I want to talk about our relationship everytime I go to talk to her. This would lead to a set of options that would lead into a full conversation.
And that same functionality is present in the wheel. What I was referring to is that, with the list, of those five to six options you would be given, two or three would be investigate options. With the wheel, those investigate options are moved to a separate section, leaving you with the remaining options that move the conversation forward. Same amount of options, just presented differently. Just like if you took two cups of water and poured them into two differently shaped glasses.
#20
Posté 21 octobre 2012 - 07:44
King Cousland wrote...
I don't mind the wheel, but I utterly despise the personalities.
I love the tone icons.
Not sure how I feel about the personality tracking however. But that's not a wheel issue.
Modifié par Upsettingshorts, 21 octobre 2012 - 07:45 .
#21
Posté 21 octobre 2012 - 07:50
Vandicus wrote...
Caiden012 wrote...
Zanallen wrote...
Caiden012 wrote...
I would have to dissagree. There was a bit more viriaty with the dialogue tree. I never really knew how I could respond to a character till the options were right in front of me. With wheel I always knew that I was going to have the option to be nice, mean, or sarcastic. If I wanted a nice Hawke I could just sit there and hit the nice option everytime and not care. And I found that the Wheel generally had about three responses where the tree would have around 4 or 5.
You could disagree, but you would be objectively wrong. The tree and the wheel have the same number of options on average; however, the investigate options which would clutter up the tree are presented in their handy little subsection with the wheel. Technically, if Bioware wanted to utilize it fully, the wheel has more slots that the tree does.
There are subsections in the tree. I can walk up to Morrigan and say that I want to talk about our relationship everytime I go to talk to her. This would lead to a set of options that would lead into a full conversation.
Talk to the devs about it. Dialog tree, hard limit of 6 options, including investigate. Dialog wheel, limit of ten options. This has been addressed before in previous threads.
Ten options? In DA 2 I remember there being most of the time 3 and then maybe another 3 in investigation but I don't consider those much of options because they most just lead to a quick response from the person you are talking to and you don't get to say much back.
#22
Posté 21 octobre 2012 - 07:52
Caiden012 wrote...
Ten options? In DA 2 I remember there being most of the time 3 and then maybe another 3 in investigation but I don't consider those much of options because they most just lead to a quick response from the person you are talking to and you don't get to say much back.
That is exactly how the unlabeled - but still present - investigation options worked in Origins. Furthermore it was stated that ten was the maximum for the wheel, not that it was typical. Six was typical, but it's possible to have five decision options and five investigate options within the wheel structurally. Six was the hard-coded maximum in DA:O. The wheel and the list are the same in terms of number of typical options available.
Modifié par Upsettingshorts, 21 octobre 2012 - 07:55 .
#23
Posté 21 octobre 2012 - 07:54
That isn't a wheel issue. It's a "you can talk to the companions whenever you want" issue.
Every wheel discussion boils down to this.
#24
Posté 21 octobre 2012 - 07:57
Vicious wrote...
Every wheel discussion boils down to this.That isn't a wheel issue. It's a "you can talk to the companions whenever you want" issue.
Or the "I only need to pick the good option every time and don't read the line" thing. I don't even see how that one is a problem with the design. It is a problem with the person playing the game more than anything else.
#25
Posté 21 octobre 2012 - 07:59
Upsettingshorts wrote...
Caiden012 wrote...
Ten options? In DA 2 I remember there being most of the time 3 and then maybe another 3 in investigation but I don't consider those much of options because they most just lead to a quick response from the person you are talking to and you don't get to say much back.
That is exactly how the unlabeled - but still present - investigation options worked in Origins. Furthermore it was stated that ten was the maximum for the wheel, not that it was typical. Six was typical, but it's possible to have five decision options and five investigate options within the wheel structurally. Six was the hard-coded maximum in DA:O. The wheel and the list are the same in terms of number of typical options available.
So wait. You are comparing what the wheel CAN do to what DA:O tree DID do? So that means the wheel has a limit? I am sure that they can add more slots to the wheel but I don't see any structural way that the tree is limited. This thread is just to talk about the wheel. I like non voiced character and tree better but that is not what I started the topic to talk about because it would just branch into other topics.





Retour en haut






