Lethys1 wrote...
I realize games haven't really been doing what I'm about to say since the early to mid 2000s, but I think there should be less voicework done for this game and it should be replaced by text.
I fully understand and sympathize with this viewpoint, but I think it is important to understand that they really want ALL the dialog to be voiced. This is one of Bioware's goals with this series. That's not the same as saying that some creativity would not be of benefit. I think the biggest problem people have is that their suggestions amount to "let's have the unvoiced protagonist!" or demanding more options without ever coming up with cunning ways to DO this that work with Bioware's stated goal.
Some time ago (a couple months, not going to dig it up) I made the suggestion that there were ways they could squeeze more out of their budget in this area without devolving into unvoiced dialog. One of the problems with large amounts of dialog isn't
just the voiceover work (voice artists tend to be paid in a manner that reflects the number of recording sessions involved, not the bulk of the voice acting, so the biggest expense, aside from disc space, is making changes, not exactly just having large amounts of dialog). One of the big expenses is that after the dialog is written and recorded, it has to be forwarded to the animation department for the whole thing to be animated.
So, I suggested that they think about having scenes that required
absolutely minimal animation, but still allowed for a lively dialog, such as having the PC and a companion talk while taking in the view over a castle wall, or while sititng in the back of a wagon. Position your camera so that you only see the sunset in the distance or the terrain passing by and you potentially have a great saving while still keeping consistent with the voiced and cinematic qualities of the rest of the game. Here's the best part: David Gaider and some of the other devs indicated that this was an actually interesting suggestion and might
potentially be of use, depending, of course, on a great many other factors.
If you think that trading dialog for text could be useful, this is what you need to take into consideration. They are not going to turn voiced conversation into text conversation. It is NOT GOING TO HAPPEN. So, the first thing to consider is, what methods exist in the game for delivering text? That's an easy answer--the codex is *the* means of delivering text in the game.
They made great strides in that area between DA:O and DA2, although few people noticed or mentioned it. In Origins the codex was a HORRIBLE means of delivering ANY kind of exposition because of the way it was organized and the way it was appended to the game. If you wanted to read the codex entry, you either had to catch it at the time it popped up on the screen (difficult, many times), or you had to manually open all the numbered entries to figure out WHICH ONE was the one you just got. Tedious and annoying. And then, most of the time it was just a largely irrelevant little story or short dissertation.
DA2 was a HUGE, HUGE improvement over this. The codex entries were actually
named and listed. The environmental ones that you got by, say, clicking on notes on tables actually
popped up so you could READ them right there instead of having to go hunting for them after the fact, and
many of them were short enough and immediately relevant enough that you'd WANT to read them right there. You learned
a lot more about Gascard du'Puis, for instance, if you read the various notes around his estate while you were looking for him.
So, if you're going to ask for more text, that's what you need to keep in mind. Text comes exclusively from the codex. So, to be useful, suggestions about text need to involve improvements in the value and delivery of the codex.
Here's something they could do: for investigative-style quests that involve, say, piecing together info from a ton of documents scattered around, have an actual quest show up in your quest log that says "find five notes". That would give you a number to shoot for and encourage you to be a little more diligent in searching the crannies. It's helpful to remember, though, that quests like these can be spectacularly annoying to some people because they HATE having uncompleted quests sitting in their log. So maybe you'd want to have more total notes than the quest number.
Or, you can subtly alter the way the quest objectives work. Tie the quest to the area, so that when you leave, whether you found all the notes or not, the quest gets knocked out of your log as completed because you can't do anything more with it now. Maybe have progressive sub-quests. Find 5 notes. Find 3 more notes. Find 2 more notes.
Another other big thing would be that you can't just throw relevant/important codex entries in at random. It has to be
part of the game from the start. In the tutorial section, there needs to be
at least a small quest that involves reading stuff and making use of it--you must train players from the very beginning that actually reading the stuff
benefits them, aside from the miniscule amount of XP they get for clicking on the book.
Lastly, there has to be some consideration for
novel ways to hide and reveal things or to appear to hide them. This is a terrible, terrible problem in the Dragon Age games due to the way dialog options are labeled, interactables are revealed by a Tab, and crannies are visible on the mini-map. Not to mention that a large number of people complain loudly and ceaselessly on these forums that every. conceivable. result. of. every. possible. choice. should be 100% transparent at all times. Then they complain that things are too simplistic and obvious. Folks, you ASKED for that. You may not have THOUGHT that was what you were asking for, but it WAS. There's little to no opportunity for the
player to exercise cleverness through their dialog choices due to the way the conversation wheel works. Does fixing this mean the conversation wheel needs to be redesigned? Not necessarily. It
does mean that some execeptional creativity may be required in order to have both at once.