Timed conversations?
#51
Posté 30 octobre 2012 - 08:44
#52
Posté 30 octobre 2012 - 08:51
#53
Posté 30 octobre 2012 - 08:55
There are moments in the game where I actually do take time and thought to decide how I will answer. Whether it be from an RP standpoint and figuring out how a certain answer goes along with my character's motivations/goals, or a moral issue where I am trying to do the right thing.
#54
Posté 30 octobre 2012 - 01:34
Oh, oh! Is the reward bladder damage??ledod wrote...
Tootles FTW wrote...
But then when will I get my bathroom breaks?!
Gurl, you need to hold it- there is an achievement for that
#55
Posté 30 octobre 2012 - 01:35
#56
Posté 30 octobre 2012 - 01:55
#57
Posté 30 octobre 2012 - 04:27
ledod wrote...
teehee, imagine the context:
Miranda, the deviant apostate-terrorist-mage with a complex, onion-layers-like heart-of-gold: "Player, a lava flow approaches! Your thoughts!?"
Player:
Diplomatic: "We should respectfully run from in the opposite direction of the flow; no need to offend our imminent deaths."
Troll: "Bet you wish your volcano was hot like me"? /trollface
Bastard: "Idiot. Let's run"
(real player thinks on response to miranda)
*two seconds later*
Forced cutscene:
Miranda: "You took too long to respond, now we are burn-OH MY MAKER, IT BURNS!"
YOUR JOURNEY ENDS HERE
But....but I needed to use the bathroom!!!!!!!
On point, yeah no. During cutscenes, "player" respond = run that quick errand, bathroom break, etc. Or taking a few minutes to weigh the pros and cons of hitting that Merrill "flirt" icon.
Also, timed anything is kinda off in a game that gives you achievements for obsessively hunting for reagants like some sort of plant/poisonous substance hoarder.
Modifié par Palipride47, 30 octobre 2012 - 04:28 .
#58
Posté 30 octobre 2012 - 05:41
#59
Posté 30 octobre 2012 - 05:46
#60
Posté 30 octobre 2012 - 06:05
#61
Posté 30 octobre 2012 - 06:23
Nashimura wrote...
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.
That I couldn't say. I've let the timer run out on dialogue options before, but not in two-choice actions
#62
Posté 30 octobre 2012 - 06:27
While it's true that the PC doesn't have an unlimited amount of time to consider his options, the player is not the PC. The player doesn't necessary think the way the PC thinks. As such, it may well take the player longer than the PC to make certain kinds of decisions. Forcing the player to make the decision quickly forced the PC to be bound by the player's limitations, and that breaks roleplaying.
Also, if they don't put a PAUSE feature in conversations and cutscenes (and it's still up in the air whether they will), then having to go deal with some other real-life thing could cause an entire conversation to play out while you're AFK. That's not okay.
Timed conversations are a terrible idea in every game in which they've occurred.
#63
Posté 30 octobre 2012 - 06:33
#64
Posté 30 octobre 2012 - 06:43
#65
Posté 30 octobre 2012 - 07:28
#66
Posté 30 octobre 2012 - 07:51
#67
Posté 30 octobre 2012 - 08:15
Alpha Protocol did it great, facing the player with tough choices, with impredictable outcomes, with a time limit. The time limit makes you to doubt about the choice you just made, thinking that maybe the other choice was better. I think this is really satisfying as a player, and in a game with heavy choices & consequences, the timed conversations give more weight to it.
But I think is a bit difficult to implement. Alpha Protocol does it perfectly because of being an Spy RPG, with a dialogue system created especifically for being timed, and with heavy impact of your choices. In Dragon Age I only see this working as CD Projekt did it with The Witcher 2, but I'm not fond of ocasional timed dialogs. I guess it's better having important choices with a timer, to give them more weight, than none, but it doesn't feel natural to me.
So I would say, I don't want them in DAIII (unless they change the dialogue system, which is not going to happen) but I definitely want to see more games that use entirely timed conversations.
#68
Posté 30 octobre 2012 - 08:48
#69
Posté 31 octobre 2012 - 11:52
Actually it picked what slot you had it last on so if kill was suave then it went there.Nashimura wrote...
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.
#70
Posté 31 octobre 2012 - 12:38
I just had to rush and click on dialogues so fast that it turned to something so bad at the end and I couldn't enjoy the conversations like I do in dragon age.
I had to reload many times just to have the conversation the way I like.
#71
Posté 31 octobre 2012 - 04:34
#72
Posté 31 octobre 2012 - 05:04
#73
Posté 31 octobre 2012 - 06:21
Elfman wrote...
Why do people crave realism in a FANTASY game?
I am not sure if these really deserves an answer but anyway, when people say realism they tend to me two different types of realism. Obviously with the fantasy genre where magic is one of its staples you need some suspension of disbelief to enjoy the game. What people tend to want is realistic gameplay and characters from that. Just because it is a fantasy doesnt me people have to explode or drop from random places in builds/ appear out of nowhere, that is just lazy. Also there is nothing wrong with realism that doesn't effect the creativity, since it it just makes more sense. Which is why a lot of fantasy books often explain how and why people can use magic, to a greater or lesser extent, and why there are restrictions to it.
Realism in some forms promotes cohesion and structure to a story/ game which allows people to follow it, which makes more sense then having loads of random things happening. So in general 'realism' in reference to the fantasy setting tends to mean that there are 'sensible/ structured' reason for what happens in it and that characters and world seems believable rather than random stuff. Also even in fantasy setting games that try to be 'realistic' tend to be more imersive because they are easier to relate with.
NOW more on topic, the timed conversation idea seems like an interesting one, trying to emulate how conversation happens in real life. However i think in the end it would be too annoying for players to deal with, because it is easier to have time before you are forced to answer a question and wouldnt make sense in all scenarios you could have. Also if you couldnt pause it during conversations it would be annoying and if you could it would make the feature kind of, but not completely, pointless.
#74
Posté 31 octobre 2012 - 08:29
More thoughtful, reflexive, tactical games like the DA series should keep away from it.
#75
Posté 31 octobre 2012 - 09:13
Modifié par arcelonious, 31 octobre 2012 - 09:18 .





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