The dialogue wheel
#101
Posté 22 octobre 2012 - 07:59
#102
Posté 22 octobre 2012 - 08:02
#103
Posté 22 octobre 2012 - 09:56
Yes, I found this extremely frustrating.SpEcIaLRyAn wrote...
I will agree that a lot of the times the paraphrases don't often give a good idea of what we are going to say.
BioWare says they're making some changes to improve them.
#104
Posté 22 octobre 2012 - 10:11
PinkysPain wrote...
If you didn't have a HDTV you were in for some pain with DA:O on consoles ... is that really still a problem though?
I've found this seems to be true of a ton of games recently. Do people not complain about this during testing? I feel like I need a telescope to read printed text. As a guy who uses subtitles in every game I play, this is a HUGE issue for me... and I have a HDTV.
#105
Posté 22 octobre 2012 - 10:13
Fast Jimmy wrote...
Do people not complain about this during testing?
They don't sit in a living room testing it on a regular TV. They sit in a cubicale with their nose pressed to the high-definition monitor.
#106
Posté 22 octobre 2012 - 10:19
Maria Caliban wrote...
Fast Jimmy wrote...
Do people not complain about this during testing?
They don't sit in a living room testing it on a regular TV. They sit in a cubicale with their nose pressed to the high-definition monitor.
Well... I'm going to write my congress man about it.
#107
Posté 22 octobre 2012 - 10:31
#108
Posté 23 octobre 2012 - 01:28
#109
Posté 23 octobre 2012 - 01:37
Maria Caliban wrote...
I think Allan stated he'd try to keep that in mind while he tested, but he's a tool guy.
He's a "tool guy"? Are you saying he's a tool, or that he's good at fixing things?
Modifié par ImperatorMortis, 23 octobre 2012 - 01:38 .
#110
Posté 23 octobre 2012 - 01:40
Seconded.ImperatorMortis wrote...
I hate the Dialogue wheel with a passion, and I hope it will die.
#111
Posté 23 octobre 2012 - 01:53
ImperatorMortis wrote...
I hate the Dialogue wheel with a passion, and I hope it will die.Maria Caliban wrote...
I think Allan stated he'd try to keep that in mind while he tested, but he's a tool guy.
He's a "tool guy"? Are you saying he's a tool, or that he's good at fixing things?
BOTH
#112
Posté 23 octobre 2012 - 08:52
Sylvius the Mad wrote...
Yes, I found this extremely frustrating.SpEcIaLRyAn wrote...
I will agree that a lot of the times the paraphrases don't often give a good idea of what we are going to say.
BioWare says they're making some changes to improve them.
Sylvius what is a acceptable improvement of the paraphrases to you? Other than removing them that is. I have no idea how they could fix the paraphrases since i identify the problem of the paraphrase as not conveying the same amount of information as the full line.
#113
Posté 23 octobre 2012 - 09:42
Sylvius the Mad wrote...
Yes, I found this extremely frustrating.SpEcIaLRyAn wrote...
I will agree that a lot of the times the paraphrases don't often give a good idea of what we are going to say.
BioWare says they're making some changes to improve them.
They have said that as well for the past Mass Effect games and we still had the same problems.
I wonder if it is actually possible to make paraphrases better or if paraphrasing is always going to have the same problems no matter what Bioware does.
#114
Posté 23 octobre 2012 - 11:11
#115
Posté 23 octobre 2012 - 12:19
For me it is not enough to know that my PC is going to be Good/Sarcastic/Aggressive, I want to choose her stance on things without having to be railroaled into a "personality type" because of it.
It doesn't make sense that I had to be "aggresive" just to oppose mages...
#116
Posté 23 octobre 2012 - 01:32
ianvillan wrote...
Sylvius the Mad wrote...
Yes, I found this extremely frustrating.SpEcIaLRyAn wrote...
I will agree that a lot of the times the paraphrases don't often give a good idea of what we are going to say.
BioWare says they're making some changes to improve them.
They have said that as well for the past Mass Effect games and we still had the same problems.
I wonder if it is actually possible to make paraphrases better or if paraphrasing is always going to have the same problems no matter what Bioware does.
Paraphrasing should give you the jist of the option. Thus far in both Mass Effect and DA2 they have been average to subpar. If the option to choose is "I like cake" (Similar to Mike Ladilaws example.) and the actual voiced line comes out as "I'm in love with you." you can bet your ass I will have a problem with that.
#117
Posté 23 octobre 2012 - 01:33
abnocte wrote...
I'm far from happy with it as it is now.
For me it is not enough to know that my PC is going to be Good/Sarcastic/Aggressive, I want to choose her stance on things without having to be railroaled into a "personality type" because of it.
It doesn't make sense that I had to be "aggresive" just to oppose mages...
So what do you think they could do to make it better? Get rid of personality stacking? Make options for every personality to side with who they want?
#118
Posté 23 octobre 2012 - 01:37
In DA2, breaking responses into three distinctly different personality types meant that it was always a choice between one of three extremes, with no options in-between. If you selected the blue option, you were a white knight. The red option meant you were a tool. The purple option meant Hawke would make a bad joke, to which no one ever laughed at.
#119
Posté 23 octobre 2012 - 08:57
SpEcIaLRyAn wrote...
abnocte wrote...
I'm far from happy with it as it is now.
For me it is not enough to know that my PC is going to be Good/Sarcastic/Aggressive, I want to choose her stance on things without having to be railroaled into a "personality type" because of it.
It doesn't make sense that I had to be "aggresive" just to oppose mages...
So what do you think they could do to make it better? Get rid of personality stacking? Make options for every personality to side with who they want?
Sadly I don't have an answer other than to go back to silent protagonist... but it has been stated that is a no go.
I have suggested before an option of showing the full text ... but it has been stated that is a no go.
Personality stacking serves no purpose other than as a basis to auto-dialogue... which I can perfectly live without.
Making options for every personality is a high cost feature because of voice acting ( male AND female )... so I assume this is never going to be implemented even if I think this would be the solution.
All in all the wheel frustrates me because I see no viable option to improve it to a point that allows as much freedom as the silent PC.
#120
Posté 23 octobre 2012 - 09:22
#121
Posté 23 octobre 2012 - 10:08
Modifié par google_calasade, 23 octobre 2012 - 10:10 .
#122
Posté 24 octobre 2012 - 08:16
#123
Posté 24 octobre 2012 - 09:08
The wheel also allows for more options and offers more clarity on structure for players and writers alike - allowing easier development for them and less reloads for us when we accidentally forward a conversation. You can't really go "wait, guys, before we go on I had one more question" very well in a cRPG after all.
Paraphrases are good because they lend the dialogue better to a voiced protagonist - though I'd imagine it's harder for the writers to consistently come up with fitting ones. If you pick options by colour alone and then get mad you don't get to RP, you've essentially shot yourself in the foot. I've never played a character who is consistently only diplomatic, snarky or aggressive, cause I can't imagine a character actually being that single-minded. That goes for DAO and DA2 alike.
Pretty sure she meant he writes tools that other people use. For a somewhat factually incorrect statement that still explains the nature of the beast, he creates the toolset the other developers create the game with. Only his tools aren't about the actual development of the game such as the toolset as we know it, rather he makes smaller tools that help with testing the game so other testers can try more things and look for more bugs with less work. Sounds very similar to what my boyfriend is working with =)ImperatorMortis wrote...
Maria Caliban wrote...
I think Allan stated he'd try to keep that in mind while he tested, but he's a tool guy.
He's a "tool guy"? Are you saying he's a tool, or that he's good at fixing things?
After all, you wouldn't want the testers to have to play through the game 50 or so times start to finish to look for rare bugs. If you want to try one exact game state, you want a tool that allows you to set that game state up for you real quick so you can focus on testing what it is you need to test.
Note: That's my extrapolation from what Maria said. I know Allan's written a few such applications but I dunno if that's his primary occupation.
#124
Posté 24 octobre 2012 - 12:43
I loved DAO for the variety of options, when each of them led to and amount of diverse answers, phrases and reactions. I had to think about what to say and how the character I`m speaking to might reply - and thus led to full interactive roleplay experience.
Unlike DAO in DA2 I was palying Hawk, the character who was already created and all I could do as a player was to customize that character`several features and his\\her role in the story up to certain point.
I want interaction. The communication options do have limitations in this menu. They are both limited themselves and by that limitating my roleplay.
What I`m saying is - not the round-shaped answer menu is the problem for me, but how it is/will be implemented in the game.
I loved DA2 nevertheless and dispite many flaws - the game had its spirit, charismatic characters and stories but ma-an how I wished not to be limited by the weel sometimes, to have and illusion (or the decision power) of choice I had in DAO!
#125
Posté 24 octobre 2012 - 12:52
What I love about the Origings system, is that I always had to stop and think what each options mean for me and my relation to my companions.





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