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Timed conversations?


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#26
Orian Tabris

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Elfman wrote...

Why do people crave realism in a FANTASY game?

Maybe they're just broken?

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In my opinion, a timer in an RPG leads to incorrect or accidental dialogue choices, which in turn leads to dialogue choices not mattering (which makes no sense because it's a roleplay game, not a time trial beat-your-record type of game).

If there HAS to be timed conversations in Dragon Age, then BioWare should incorporate it into their (idiotic) multipayer, rather than their single player RPG where dialogue choices will matter - as far as replayability is concerned.

#27
Massakkolia

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No. It worked fairly well in Alpha Protocol because Thorton was a relatively fixed character. When I create my own character and really involve myself in roleplaying, I want to be in control.

Even in AP I was often annoyed how fast the options went by and how they forced me to focus on my answer instead of listening the dialogue. Sometimes I missed some story content just because I couldn't listen.

If there has to be some real time responses in addition to normal dialogue, I'd prefer a more polished version of Mass Effect style interrupts.

#28
JWvonGoethe

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[edit - responded to wrong thread somehow.]

Modifié par JWvonGoethe, 30 octobre 2012 - 02:27 .


#29
Guest_Trista Faux Hawke_*

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Elfman wrote...

Why do people crave realism in a FANTASY game?


This.

Oh and p.s. A "no" from me for timed convos. Sometimes I, like Maclimes, have to jump up and attend to other things. I don't have kids, but I am one of those people who multitasks sometimes, even when gaming. 

Also I hate timed anything: games, tests, you name it. Yuck.

ALSO! I just realized... when caught up in a dialogue in Dragon Age, I don't believe you can pause the game. 

Modifié par Trista Faux Hawke, 30 octobre 2012 - 02:29 .


#30
snackrat

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It is rather odd that in Mass Effect, no matter who you choose to save, you won't have time to save both. But you have all the time in the world to choose.

However, I am... wary. Of timed conversations. Even in Skyrim, where there aren't any real consequences, being punted while I'm thinking or in the bathroom or responding to a flatmates question and starting from the beginning is annoying.

What WOULD be nice is that if you took to long to make a decision, they didn't assume one. For example choosing between mages and templars in DAII. I spend ages just sitting there at that menu because I didn't want to side with either. They were both Stupid Evil. If Meredith and Orsino eventually got tired of waiting for a response and decided to settle it with a thumb war or whatever, that would be preferrable to hearing my Hawke suddenly go "TEMPLARS I love me an oppressive a**hole" or for Orsino to go "Since you are so quiet I will take that as a MAGES"

#31
Nashimura

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iakus wrote...

I liked them in Alpha Protocol and the Walking Dead. They add an element of tension in certain situations where you gotta think fast.

THat said, it's understandable that some people wouldn't like them, and of course there's the problem of being distracted by RL matters...


I think the flaw (In AP at least, yet to play Walking dead) is that they pick a random option when you are too slow, rather than have you not do anything. If its a normal conversation there should be no timer if its a "Pick someone to die" moment with a timer, no action from the player should = no action from the character and in this example both dying.

#32
Eterna

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No. It's horrible in the walking dead video games. Sometimes I don't even have enough time to read all the options.

I hate being rushed.

#33
Iakus

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Nashimura wrote...

iakus wrote...

I liked them in Alpha Protocol and the Walking Dead. They add an element of tension in certain situations where you gotta think fast.

THat said, it's understandable that some people wouldn't like them, and of course there's the problem of being distracted by RL matters...


I think the flaw (In AP at least, yet to play Walking dead) is that they pick a random option when you are too slow, rather than have you not do anything. If its a normal conversation there should be no timer if its a "Pick someone to die" moment with a timer, no action from the player should = no action from the character and in this example both dying.


Actually, I think in AP it defaults to whichever stance you used last..

Walking Dead does default to silence if you don't pick a response, and people react accordingly (off course, not all conversations are timed either)

#34
Imp of the Perverse

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I'm not a huge fan. If they want to make the conversations more of a challenge, I'd prefer to see something like DXHR, where you have to look at the other person's personality and figure out how to convince them, and the responses have some nuance to them, rather than just virtuous, smartass, or violent.

#35
Vitlen

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No way!

#36
MilaBanilla

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No thank you.
I'm really indecisive.
And I like to take my time in making those choices.

#37
Fidget6

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No, I like to think about how my character is going to react. This system works brilliantly in The Walking Dead, keep it out of Dragon Age.

#38
Xerxes52

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No thanks, I'd rather take my time.

#39
zombitologist

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 I actually like this idea, it makes decisions more reactionary and less planning.

#40
n7stormrunner

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please gods no, I need to eat... and get more coffee... and go to the bathroom

#41
Saberchic

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Nah. I like being able to take my time.

#42
challenger18

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Fidget6 wrote...

No, I like to think about how my character is going to react. This system works brilliantly in The Walking Dead, keep it out of Dragon Age.


Actually I wish they would give the player more time in WD. While it does add to the tension, what it can do is end up leaving the player frustrated if they don't have time to fully read and think about the responses that they want to give and may end up with a response they did not like or downright did not want to say.

#43
The Night Haunter

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Didnt like em in Alpha Protocol.

#44
hobbit of the shire

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No.... Speedreading..... Timed convos always make me feel like I'm in a race rather than making the right decision. On you mark, get set, click.... zippy-read....oh, okay .... think of answer.... s#it... I'm too late.... PC blabs some stupid default response or falls into a cavernous magma hole.

#45
Harle Cerulean

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No, thank you. I have a thing called a Real Life ™, and sometimes it calls me away from games. If it does so in the middle of a conversation in game, I want to come back to the game and be exactly where I was, not five miles down the conversation highway.

#46
Guest_Rojahar_*

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A lot of people are terrified about not being able to take their time. I think that's important. I mean, even combat has a pause feature. Forcing people to choose quickly isn't something Bioware would do, IMO.

That's not to say there aren't good potential elements which could be gained from the idea. Perhaps if you loiter too long at the wheel, or a certain NPC is supposed to be excessively impatient, they say things like "What are you waiting for?" or make threats while you're indecisive but never actually do anything. The illusion of a timer, of pressure, when there's really none at all, and you could take forever.

Of course, it would be annoying if used too often, and IMO would have the greatest effect if used rarely or maybe even only in an instance or two.

#47
Chaos Lord Malek

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Elfman wrote...

Why do people crave realism in a FANTASY game?


Why do people ask about realistic armor? Why do people ask about relaistic combat? Why do people ask about realistic characters? 

I want chain mail bikiny, mortal combat, and flying skull that talks profane jokes.

#48
KiwiQuiche

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No, for reasons some other folk have stated.

#49
wright1978

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No not a fan.

#50
Nashimura

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iakus wrote...

Nashimura wrote...

iakus wrote...

I liked them in Alpha Protocol and the Walking Dead. They add an element of tension in certain situations where you gotta think fast.

THat said, it's understandable that some people wouldn't like them, and of course there's the problem of being distracted by RL matters...


I think the flaw (In AP at least, yet to play Walking dead) is that they pick a random option when you are too slow, rather than have you not do anything. If its a normal conversation there should be no timer if its a "Pick someone to die" moment with a timer, no action from the player should = no action from the character and in this example both dying.


Actually, I think in AP it defaults to whichever stance you used last..


What about when you have say...two options - two kill or not to kill. Normally these are not associated with a stance, i assumed it picked these moments at random.