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Can Bioware do this?


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27 réponses à ce sujet

#1
Naughty Bear

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Ok, for conversations in real life, not all responses need an answer. Some can be answered with a simple gesture, for example:

Friend from college: "Alright Naughty bear?"

Naughty Bear: *nods back*

This might apply to some people here such as myself. I don't talk much and some times questions don't always need a first answer and can be answered with a simple gesture or none at all like I explained above.

Think of the first time you bump Into Ashley/Kaiden on Earth. They acknowledge your presence with "Commander".

In this scene, Shepars has either two options, Paragon or Renegade response. If Mass Effect didn't have the paragon or renegade system and instead something similar to DA:O.

Could the responses to the VS include an action instead? One that doesn't require a straight answer but nevertheless it is answered with a body gesture.

In some cases, the squad members may say for example "Enemies incoming Commander!" And the player always has to pick a dialogue option, why not a "No answer" option where the player harsher stays quiet? Not all of us has to open our mouths to every request, question and bits of news.

#2
Guest_EntropicAngel_*

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It's a possibility but it seems like if they're going to the trouble of creating the whole dialog system they'll just go ahead and use speech because speech better shows things than body gestures, usually.

#3
Naughty Bear

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Yes I know this is the DA3 forum, I just used Mass Effect to explain my question.

#4
Naughty Bear

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EntropicAngel wrote...

It's a possibility but it seems like if they're going to the trouble of creating the whole dialog system they'll just go ahead and use speech because speech better shows things than body gestures, usually.


But since this is an RPG, surel they could do this? Like I said, not everyone opens their mouth to respond when in conversation.

#5
10K

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This sounds like an interesting idea...Hmm...I SUPPORT IT!!

Modifié par mosesarose, 09 novembre 2012 - 03:27 .


#6
Guest_EntropicAngel_*

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Naughty Bear wrote...

But since this is an RPG, surel they could do this? Like I said, not everyone opens their mouth to respond when in conversation.


Don't get me wrong, I like it. It just seems like it would take more time to implement that would take away from normal responses.

#7
Vilegrim

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EntropicAngel wrote...

Naughty Bear wrote...

But since this is an RPG, surel they could do this? Like I said, not everyone opens their mouth to respond when in conversation.


Don't get me wrong, I like it. It just seems like it would take more time to implement that would take away from normal responses.


more than recording a VA session? 

#8
legbamel

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I'm sure they can, after all they program expressions and gestures anyway. The question is whether it's worth including such minor conversational moments that they don't require a response in the first place, just to do this.

#9
Arppis

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They need to makes sure the player gets the context thou.

#10
Auintus

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That would be cool, but understanding gestures is usually something between friends. Unless you can roleplay an actual mute, which could be fun.

#11
sylvanaerie

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Overall I prefer a vocal response. Banters, conversations, anything with a verbal content. An example for the 'gesture' thing would be when the City Elf PC's father asks her about the upcoming wedding and you can have her shake her head since she doesn't speak anyway. Something definitive like that yea, sure, but I'd rather it be she shakes her head to emphasize her words, not in lieu of.

#12
Naughty Bear

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I'm not thinking of drastic displays of gestures, instead of a renegade or paragon version of "Hey Garrus".

A simple nod towards his direction would of been fine.

Or when a stranger makes a comment about such scenery, i would like an option of *Say nothing*.

I do it all time, a friend may say something but i don't respond but he knows i am listening just from my body language etc looking at him when he mentions about the scenery.

I'm not the only silent/reserved/listener type of person here am i?

Modifié par Naughty Bear, 09 novembre 2012 - 05:55 .


#13
Wulfram

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I quite like the idea of the middle option being "laconic" this time around. So tending to be spare with words, but still witty.

#14
Shadow Fox

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Is this another "silent protaganinst" thread?

#15
Riverdaleswhiteflash

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Arcane Warrior Mage Hawke wrote...

Is this another "silent protaganinst" thread?


No, it's a thread on the protagonist not needing to speak as his response to certain things.

On-topic, I remember reading a review for a Neverwinter Nights module that said something like this. You had the option to taunt someone before doing... something they didn't approve of, I don't remember what. Anyway, the review said that it would be a better effect if the dialogue option was to do it without saying anything, because nothing better drives home the message "You have absolutely no say in what I'm about to do." I think the same would have applied to the rogue-specific bit in DA2 where you save Feynriel by throwing a knife at the guy trying to sell him as a slave.

#16
Naughty Bear

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Arcane Warrior Mage Hawke wrote...

Is this another "silent protaganinst" thread?


Read the thread before you make stupid posts.

No it isn't. What makes you say that? I was just suggesting an option of staying silent*. Think of Walking Dead the game. Lee has multiple options, staying quiet or opening his mouth, i was suggesting physical gestures to be included along with the idea of staying silent as well.

Allow more versatility of our characters personality.

Like i said in a previous post, I'm not a talker and I listen a lot, simple body movements suggest I am listening though. I just don't need to open my mouth all the time.

Modifié par Naughty Bear, 09 novembre 2012 - 06:05 .


#17
Shadow Fox

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Naughty Bear wrote...

Arcane Warrior Mage Hawke wrote...

Is this another "silent protaganinst" thread?


Read the thread before you make stupid posts.

No it isn't. What makes you say that? I was just suggesting an option of staying silent*. Think of Walking Dead the game. Lee has multiple options, staying quiet or opening his mouth, i was suggesting physical gestures to be included along with the idea of staying silent as well.

Allow more versatility of our characters personality.

Like i said in a previous post, I'm not a talker and I listen a lot, simple body movements suggest I am listening though. I just don't need to open my mouth all the time.

For your information I did read it and it sounded like you are trying to circumvent the voiced protaganinst by having a "non voiced" response option for the character.

#18
Realmzmaster

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Bioware already does it. If you remember the scene after killing the Rock Wraith. Varric looks at Hawke and Hawke simply shrugs. They walk on and Varric then starts to talk.

What the OP is saying requires that the two speaking be within eyesight of each other and the talking character is looking at the other otherwise the exchange does not work. If the talking friend does not see the nod no communication happens.

The problem with gestures is that they can change over time and change their meaning or the same gesture can have different meanings in different cultures. So at times a verbal response maybe your best answer.

#19
Guest_Hanz54321_*

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You know what would be awesome?

a) Friendly response
B) Sarcastic response
c) Bullying response
d) FACEPALM

#20
legbamel

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I could definitely get behind a good facepalm and/or obscene gesture...

#21
Warden661

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When you have a conversation in DA, I usually read all the responses/questions before selecting one. This usually results in somewhat of an awkward silence between when the other person speaks and when I do. The paraphrased conversation wheel helped a bit but I feel that these gestures might make the conversation a bit more awkward than they already can be.

Although, it could do the exact opposite and make the conversation more fluid. It's an interesting idea.

#22
TK514

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Part of the problem with non-verbal responses is that you have to be able to see them, and they are often subtle motions. If I'm sitting on my couch 10 feet away from a 30 in TV, I'm not in the best position to catch subtle from the characters.

The other problem is that non-vocal responses are often way more open to interpretation than verbal ones. Granted, BioWare is pretty inept with the dialog wheel, but at least we tend to get back pretty unambiguous responses, even when those responses have little to do with our selection. I shudder to think how badly they would botch non-verbal replies.

There's also a minor problem with localization. Not all hand gestures mean the same things in all countries, for example. A thumbs up or finger to thumb 'ok' sign are pretty positive gestures in the US and Canada, but in other countries they the equivalent of the middle finger. Different subtle animations to localize for different countries seems like a pretty tall order, and researching the cultural differences so as not to offend your customers is a waste of resources when a voice actor can simply avoid the problem altogether.

Modifié par TK514, 09 novembre 2012 - 09:02 .


#23
hobbit of the shire

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I don't mind non-verbal responses but the animations have to be good enough to convey the response accurately. DA2 gestures imo were quite off-the-mark (either weird or emotionless). I think the issue of cultural difference shouldn't be much of an issue, considering whoever plays the game will know this is a western game and general follow western-type gestures. So I'm all up for increased gestures and facial/body expressions, if the animations can do it justice.

#24
Felya87

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In DA:O, not very often, but sometimes th Warden could have the option to made some action/stay silent.
As with the Dog and Sten. The Warden can keep quite and look what they are duoing, growling to one another. or silently getting away before the thing ascalated. Or ask what they where doing.

where rare moments, but those where there. and made fell as if the Warden was just listening or non responding.

#25
Archyyy

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My problem is the opposite. Theres a place in pretty much every conversation where I'd want to say something but not get the choice. The more player lines and the more choices the better.