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Trade Some Voicework for More Open Plot


110 réponses à ce sujet

#26
Fast Jimmy

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Kail Ashton wrote...

I'm amazed at the underserved sense of worth that the TC has to even sugests ANY kind of gaming advice to profesionals(more or less >__>;) for a field he knows nothing about while suggesting to use out of date practices that he himself admits to being obsolute to address a non existant problem he knows nothing about

*slowly claps* my gosh that was some impressive self indulgences right there, bravo to you good sir~! truely you are the stereotypical bioware fan


This is the most ignorant argument, ever.

Can you build a car? No? But do you think you may have some preference about where the steering wheel may go?

Can you construct a house? No? But do you want perhaps two bathrooms instead of one?

Can you stitch, sew and dye your own clothes, shoes and apparel? No? But you may have some prefernce for what color, size and design they are?

How DARE you!

Modifié par Fast Jimmy, 08 novembre 2012 - 09:32 .


#27
Guest_Chris Priestly_*

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Edit: Post removed. :devil:

Modifié par Chris Priestly, 09 novembre 2012 - 10:51 .


#28
Jarl Johnnie Walker

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Modifié par Chris Priestly, 09 novembre 2012 - 10:52 .


#29
brushyourteeth

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Fast Jimmy wrote...

Kail Ashton wrote...

I'm amazed at the underserved sense of worth that the TC has to even sugests ANY kind of gaming advice to profesionals(more or less >__>;) for a field he knows nothing about while suggesting to use out of date practices that he himself admits to being obsolute to address a non existant problem he knows nothing about

*slowly claps* my gosh that was some impressive self indulgences right there, bravo to you good sir~! truely you are the stereotypical bioware fan


This is the most ignorant argument, ever.

Can you build a car? No? But do you think you may have some preference about where the steering wheel may go?

Can you construct a house? No? But do you want perhaps two bathrooms instead of one?

Can you stitch, sew and dye your own clothes, shoes and apparel? No? But you may have some prefernce for what color, size and design they are?

How DARE you!



#30
Guest_Hanz54321_*

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Brushyourteeth is good people.

#31
PsychoBlonde

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Allan Schumacher wrote...
Just as a note, I think if you look back in RPG history Combat-Only design has been a heavy mainstay. I find many early RPGs to really be not a whole lot more than combat simulators and if you were lucky there was a decent story attached to it.


Boy, is that ever the truth--the old Gold Box games had no crafting, no stealth, no dialog, no skills of any kind, and generally a pretty bare-bones plot.  Maybe 3 whole puzzles per game.

And then there was Eye of the Beholder, which had combat and TONS of puzzles.  In fact, it might be fair to say that the entire game was one giant puzzle with some combat thrown in.  There was also ONE skill.  Lockpicking.  Still no stealth or dialog.  No plot whatsoever, just an objective consisting of "finish the dungeon".

The two Dark Sun games introduced actual dialog and some options based on what you said and did. There were also many puzzles (some quite ingenious), some minimal crafting (about the same as DA2, actually), stealth, and an actual plot with sub plots.  So you might consider them to be the very first "modern" western RPG's.  (If there were other contenders at the time, I personally did not play them.  So don't get nuts.)  It's a shame these two shining games have disappeared into complete obscurity.  I blame the fact that they were released coinciding with the end of the DOS era as most PC people were (slowly) migrating to Windows and the fact that you needed, somehow, to free up 620K of your 640K base memory to play them, an impressive technological feat that demanded you put your autoexec.bat and config.sys through ridiculous contortions.  O DOS, Y U SO SILLY.

THEN COMETH BALDUR'S GATE, WHEN EVERYTHING CHANGED.

#32
brushyourteeth

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Hanz54321 wrote...

Brushyourteeth is good people.


LOL! Um, thank you!  Image IPB

#33
LolaLei

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Fast Jimmy wrote...

Kail Ashton wrote...

I'm amazed at the underserved sense of worth that the TC has to even sugests ANY kind of gaming advice to profesionals(more or less >__>;) for a field he knows nothing about while suggesting to use out of date practices that he himself admits to being obsolute to address a non existant problem he knows nothing about

*slowly claps* my gosh that was some impressive self indulgences right there, bravo to you good sir~! truely you are the stereotypical bioware fan


This is the most ignorant argument, ever.

Can you build a car? No? But do you think you may have some preference about where the steering wheel may go?

Can you construct a house? No? But do you want perhaps two bathrooms instead of one?

Can you stitch, sew and dye your own clothes, shoes and apparel? No? But you may have some prefernce for what color, size and design they are?

How DARE you!


Amen to that.

People have opinions Kail. Get used to it, or GTFO.

#34
Allan Schumacher

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Fast Jimmy wrote...

The Fallout series, in spades. You could sneak, talk or even Science your way out of tons of combat encounters.
In the same vein, Arcanum.
Pretty much any TES game or a game with either a Speech skill or a Sneak skill.
Which leads into pretty much any game with a D&D/AD&D build.
Lots of games. 



Maybe I'm just old, but none of the games you listed aren't the types of games I consider "old games."  I'm thinking Wizardry, Gold Box, original Ultimas (heck even many of the later Ultimas).

Modifié par Allan Schumacher, 09 novembre 2012 - 12:13 .


#35
axl99

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In response to the OP, chances are any extra story elements or bits of lore that couldn't be fit into the game will be likely expanded upon in comics and novels. Otherwise, auditory dialogue toggle? Apparently around here it's the answer to everything.

#36
Guest_Hanz54321_*

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brushyourteeth wrote...

Hanz54321 wrote...

Brushyourteeth is good people.


LOL! Um, thank you!  Image IPB


You were nice to me when I was really sick.  Very few people responded to that thread.  I remember you.

#37
Adanu

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Allan Schumacher wrote...

Combat-only design replaced more creative ideas involving skill checks, as an example.


Just as a note, I think if you look back in RPG history Combat-Only design has been a heavy mainstay. I find many early RPGs to really be not a whole lot more than combat simulators and if you were lucky there was a decent story attached to it.


This is exactly the kind of attitude that led to the disaster known as fourth edition DnD.


While I know text based is not coming back to DA (for good reason) that doesn't mean we can't have persuade options in voice.

#38
Realmzmaster

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Allan Schumacher wrote...

Fast Jimmy wrote...

The Fallout series, in spades. You could sneak, talk or even Science your way out of tons of combat encounters.
In the same vein, Arcanum.
Pretty much any TES game or a game with either a Speech skill or a Sneak skill.
Which leads into pretty much any game with a D&D/AD&D build.
Lots of games. 



Maybe I'm just old, but none of the games you listed aren't the types of games I consider "old games."  I'm thinking Wizardry, Gold Box, original Ultimas (heck even many of the later Ultimas).


Wizardry had a good magic system where the caster could control the power level of the spell. Something that later games seem to have lost. There was also the possibility of the spell fizzling or backfiring.

The old games were combat heavy but then D & D was combat heavy seeing that it was an add-on to Chainmail so the adventurers could do something while not engaged in combat. The world building came later and Chainmail go absorbed into D & D.

I remember the first Might and Magic having my party owned by a group of sprites.

#39
A Crusty Knight Of Colour

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Allan Schumacher wrote...

Fast Jimmy wrote...

The Fallout series, in spades. You could sneak, talk or even Science your way out of tons of combat encounters.
In the same vein, Arcanum.
Pretty much any TES game or a game with either a Speech skill or a Sneak skill.
Which leads into pretty much any game with a D&D/AD&D build.
Lots of games.


Maybe I'm just old, but none of the games you listed aren't the types of games I consider "old games."  I'm thinking Wizardry, Gold Box, original Ultimas (heck even many of the later Ultimas).


Darklands (1992) once again proves it was ahead of it's time.

=>

Many encounters could be bypassed or avoided through a combination of alchemy, prayer, diplomacy, intimidation and stealth. It was done through the CYOA sections though, not the dungeon crawling/combat mode.

i.e you could bluff your way past ruffians, sneak in and break into buildings under the cover of darkness, use alchemy to escape foes, and pray to Saints for a miracle in difficult situations.

A favourite of mine is utilising rope and Agility skills to climb up the walls of a Raubritter's Castle in the middle of the night, the party would then sneak around his men and start up several fires, smoking the Raubritter out. Sure, it still ends in combat, but it's the difference between the Raubritter + 2 retainers, vs a full castle of ~20 armed hostiles that the direct approach would have.

Let alone the dedicated non-combat gameplay like potion-making (ingredients, recipes, don't make them in Inns because they think you're satanic, etc), learning about Saints at universities, interacting with NPCs like merchants, priests, hermits and the like.

To that end, the Realms of Arkania games also qualify, as a significant amount of the gameplay is based around travelling the world, solving puzzles, interacting with NPCs and the gameworld with your skills, etc.

Those are just the ones I've played recently. I'm sure there are other games that fit the bill.

Also, it's not really an example of going against Combat-Only design, but Wasteland could be mentioned because it pioneered the Use Skill on Gameworld concept.

It's really not a multiple-solution type thing that the OP talks about, or that these older games allowed you to fully play as a pacifist, but they incorporate significant non-combat gameplay and/or the usage of skills and abilities outside of combat encounters.

One thing I feel is sorely missing from BioWare games (pretty much all of them KotOR onwards) is capacity for an emergent experience, and I feel that an emergent experience is contingent on having the mechanics, systems and reactivity necessary to allow for a certain amount of player freedom. In an RPG, that kind of freedom typically extends to non-combat gameplay or playstyles, but is not limited to that.

An example was for a recent Fallout 2 playthrough. I had a pretty useless character for LP purposes, and couldn't beat the final confrontation with Lara and the mercs at The Den. So I went onto the other side of town, beat the local drug dealers unconscious, looted all their drugs and weapons, bought Vic to help me, then went nuts on Buffout.

What I feel is that the "interactivity" of BioWare games is too often in a vacuum. This ties into the notion of having multiple-solutions or plot variability, because it's part of that whole gameplay-story segregation crap I like to b*tch about. Sometimes it's like the game you play and the movie you watch are completely divorced.

The difference the "Combat-Only" mantra back then and now was because it provided an integral and variable part of the interactive experience. Whereas in BioWare games, it's filler for the cinematics. You could cut out about 100% of combat in Dragon Age 2 or Mass Effect 3, replace them with a short clip with the player winning combat and nothing of value would be lost. Try doing the same thing to Wizardry.

FWIW, I actually think the lack of permadeath is the greatest cause of a lack of emergent experiences within the combat. The injuries don't really mean anything and characters can't die. It's one aspect almost all of the older games shared and I do think that despite the frustrations of reloaders who don't want their favourite romance to die, the idea of a party member dying driving the others into a frenzy, or to despair naturally through gameplay, could allow for some unique experiences. Basically, capacity for measured failure is good, IMO.

You're a fan of JA 2, right? I find that Strategy games are probably the best example of this (emergent experience through gameplay) making up the entire game, as opposed to it complimenting a set narrative (linear or non-linear), which is what I'd like to see more in RPGs. Also, JA 2 is basically what I described above.

To the OP: it's not voicework, it's BioWare and how they choose to make their games. The original Deus Ex was released in the year 2000, after all.

Modifié par CrustyBot, 09 novembre 2012 - 07:21 .


#40
WhiteThunder

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Chaos Lord Malek wrote...

For me voiced protagonist is a must in any game. Everything, including talking-to self had to be voiced. The sound - of any kind makes huge amount of atmosphere for the game. Imagine if The Nameless One could talk in everything - yeah, they would have to cut some things (or some not, when you have options like Truth / Lie which are same lines) probably.

For instance - Legacy of Kain has ridicules amount of voice work, with best voice actors ever, so its possible to make a great game with voiced protagonist as well.


More like they would have to castrate the game and remove a significant amount of depth, roleplaying and choice...

#41
WhiteThunder

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PsychoBlonde wrote...

Enormous wall of genuinely insightful text.


I think the OP is saying that, if what you say is the case, Bioware needs to change their priorities as their insistence on universal voice-overs is negatively affecting the scope and role playing potential of their games.  He clearly plays Bioware games for the roleplaying.  Not to watch a semi-interactive movie in which he stars as either a 16 year old girl or a guy who sounds like he rapes city elves.

And new entries on the DA:O codex were always highlighted.  It was much, much better than the cold, antiseptic DA2 interface trying its best to suck all of the personality out of the game.

#42
Bernhardtbr

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Allan Schumacher wrote...

Maybe I'm just old, but none of the games you listed aren't the types of games I consider "old games."  I'm thinking Wizardry, Gold Box, original Ultimas (heck even many of the later Ultimas).


Well you forgot that shining jewel know as Betrayal at Krondor Image IPB. Now THAT was a game ahead of its time.

And BTW with huge amounts of text. However it wouldn´t satisfy many people here who want interaction (even when not really necessary) and not see a story. Honestly, for some people here, if you want an open world go play TES. Each developer has their approach, just because you like a SUV doesn´t mean Ferrari has to do one for you. Same thing with games.

Also, about Baldur´s Gate 1 and 2, is used VERY little voice work and it´s debatable if it had more story, more plot and more roleplaying than DA (and if it had, voice work wasn´t the reason). Charisma and persuasion had zero effect on that game, at least DA made cunning important.

Modifié par Bernhardtbr, 09 novembre 2012 - 11:02 .


#43
Archyyy

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Conversations are usually the best parts of rpgs for me so I certainly dont want them cut down. Theyre best with voiced npcs but if that cuts options and lines then have less voice over. An acceptable tradeoff. What I'd want most though is more involvement from the players part. All I get to do is say a few boring lines which are usually questions and never anything deep.

If cutting voice overs means more and far more indepth lines for the player then I'm all for it. Dont cut dialogue though.

#44
FINE HERE

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Bernhardtbr wrote...

Asking text to replace voice is the same as asking 2D to replace 3D. The only voice that can be sacrificed is the protagonist´s one.

There are a lot of 2D indie games you know... Like Super Meat Boy, Braid, VVVVVV, Limbo, Terraria, etc.

Even the recent Rayman Origins is a side-scroller, kinda 2D.

So it's possible. (And the Legend of Zelda series isn't voiced and it's popular.)

#45
Vilegrim

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FINE HERE wrote...

Bernhardtbr wrote...

Asking text to replace voice is the same as asking 2D to replace 3D. The only voice that can be sacrificed is the protagonist´s one.

There are a lot of 2D indie games you know... Like Super Meat Boy, Braid, VVVVVV, Limbo, Terraria, etc.

Even the recent Rayman Origins is a side-scroller, kinda 2D.

So it's possible. (And the Legend of Zelda series isn't voiced and it's popular.)


don't forget, the shadowrun games are incoming as well, and Returns at least looks like it will be awesome.

#46
Quicksilver26

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NO!

#47
Taint Master

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LolaLei wrote...

People have opinions Kail. Get used to it, or GTFO.

So every ignorant opinion is to be valued now? 

I agree with Kail, the premise of this thread is silly.

#48
Naughty Bear

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Allan Schumacher wrote...

Combat-only design replaced more creative ideas involving skill checks, as an example.


Just as a note, I think if you look back in RPG history Combat-Only design has been a heavy mainstay. I find many early RPGs to really be not a whole lot more than combat simulators and if you were lucky there was a decent story attached to it.


Sounds like modern games too me. You would be lucky if there was a story to begin with.

#49
brushyourteeth

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Hanz54321 wrote...

brushyourteeth wrote...

Hanz54321 wrote...

Brushyourteeth is good people.


LOL! Um, thank you!  Image IPB


You were nice to me when I was really sick.  Very few people responded to that thread.  I remember you.


Oh yeah, the whooping cough guy! I hope you're doing a ton better since then.  Can't believe you remembered!!  Image IPB

Taint Master wrote...

LolaLei wrote...

People have opinions Kail. Get used to it, or GTFO.

So every ignorant opinion is to be valued now?

I agree with Kail, the premise of this thread is silly.


"Ignorant" is a pretty subjective description. It also means "uninformed," not "stupid" -- and uninformed people can be educated.

So yes. Every opinion is to be valued. Except the ones that only exist to take pot shots at others on the forums just for the giggles. Image IPB

#50
Sharn01

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Allan Schumacher wrote...


Maybe I'm just old, but none of the games you listed aren't the types of games I consider "old games."  I'm thinking Wizardry, Gold Box, original Ultimas (heck even many of the later Ultimas).


I believe games like fallout, arcanum and BG get brought up because for many, myself included, these games where made during the golden age of RPG's.  Where games where advanced enough to offer a fun rpg with a combat system that was at least a little engaging.  They also had multiple choices and gave the player a ton of freedom in how to get things done while still having a coherent story. 

The same is true for many games that where coming out at this time even when they where not RPG's, Castlevania SotN is my all time favorite side scroller because of all the things that could be done in the game and its some what decent story.

Shortly after these games where made game designers decided flashy graphics where more important then flexibility in what could take place in the game and option for the player to choose from.