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Bioware, I'm Worried I Won't Be Able To Role-Play


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#51
Fredward

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Maria Caliban wrote...
People with real imagination play Frisbee.

If you have to ask me why, that's just proof you're a restrictor.
 


Why? :bandit:

Modifié par Foopydoopydoo, 10 novembre 2012 - 06:24 .


#52
NUM13ER

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I think some people expect a level of player agency that one finds in role-playing with a dice and board. And no developer could ever compete with a persons imagination. I've seen many instances of people complaining the game doesn't cater to their very specific needs, due to the fact a videogame RPG has to concern itself with restrictions based around resources and a budget.

Modifié par NUM13ER, 10 novembre 2012 - 06:29 .


#53
Realmzmaster

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NUM13ER wrote...

I think some people expect a level of player agency that one finds in role-playing with a dice and board. And no developer could ever compete with a persons imagination. I've seen many instances of people complaining the game doesn't cater to their very specific needs, due to the fact a videogame RPG has to concern itself with restrictions based around resources and a budget.


I agree with you. A human DM can do something a computer program cannot do. That is improvise. A computer program is bound by its programming and what the developers were able to imagine that a player would do in a situation. All of this is still has to take into account the resources that the developer has. Nothing is unlimited.

Also gamers are saying they can wait on the game to be as good as it can be. I played StarCraft and Diablo by the time Blizzard released Starcraft 2 and Diablo 3 I did not care. I had moved on. No amount of hype was going to get me back. The wait was simply to long.

#54
Plaintiff

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Realmzmaster wrote...
No amount of hype was going to get me back. The wait was simply to long.

I'm experiencing this currently, with Skyrim's expansions.

I've already lost interest. When they become available on the Playstation Network, if they ever do, I won't be buying them.

In my (admittedly limited experience) an absurdly long development time, like DA:O had, does not mean that the developers are "taking extra time to make it perfect", it means they're struggling to get the game to any sort of release-worthy standard at all.

Modifié par Plaintiff, 10 novembre 2012 - 06:53 .


#55
WhiteThunder

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Well, DA:O's obscenely long development time was in large part due to porting it to consoles. And I'll take overdue and good over on time and Dragon Age 2.

#56
Felya87

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I'd prefer whait for all the time it takes, than have another DA2. oh, whait. That what we are getting anyway, it seems. (sigh) just great. -_-

#57
asaiasai

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To role play i MUST have the option to play the character as i choose with in certain limits of course. As i also played Origins, and also played DA2, DAO was the superior role play experience. I could play the character as i chose to more so than just dialog choices but in how i wanted to build my character and form the team around that particular character design. This was so exemplified in DAO and was completely lost in DA2 that i have lost SOME faith in Biowares ability to deliver on such an engrossing and compelling game. I felt i HAD to play DAO to figure out where i wanted to go with my character, in DA2 i could care less. The only reason i really still stop by occasionally is that ME3 MP really kicks ass, although ME3 also felt like an "on rails experience" in comparison to DAO, and ME3 was less of a game IMHO thanthe original Mass Effect, just because of the limited control interface that i attribute to general lazyness of the developer and the complete and total disrespect for the PC segment of thier audience.

Now for a truely epic role play experience, try Skyrim, Fall Out New Vegas, Fallout 3 or Oblivion. The nice thing about those games is the developers made a game where the story does not get in the way of the game play. I have several characters in FONV and each one is completely different, and the game is still able to be completed even by a character that has absolutely NO combat skills (i call her the desert diplomat) . I either rely on a companion where diplomacy fails, or use other means to satisfy my objective, like lockpicking, hacking, speech, sneaking, pickpocketing. I have yet to find that after 15 unique characters, the game is NOT completable. I may not have been able to excercise the options i would have chosen but i never got stuck because of the build.

I know DA is a different experience, but the game did drop in quality from DAO to DA2, that drop in quality i attribute to a narrowing of the focus from game play to story telling. So Bioware leave the stories to Hollywood and i hope they will leave the game making to you. Perhaps not free advice is worth what you paid for it.

Asai

#58
Herr Uhl

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slimgrin wrote...

Herr Uhl wrote...

Don't have much to say on this subject other than if it is to be voiced, I want tone indicators.


My body language and what I say are how I communicate, not some symbol flashing above my head. Again, it's just Bioware doing what they do: simplify, streamline. DX:HR is the new standard in this regard. That game did it right, and is miles ahead of what Bioware has been doing.


But DX:HR is nothing but tone indicators. It is basically AP without the time limits.

Edit: Or do you want face scrunging a la Jade Empire? As you're speaking of how the body language shows it and that is the only one that comes to mind for me.

Modifié par Herr Uhl, 10 novembre 2012 - 12:05 .


#59
Foolsfolly

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Realmzmaster wrote...

NUM13ER wrote...

I think some people expect a level of player agency that one finds in role-playing with a dice and board. And no developer could ever compete with a persons imagination. I've seen many instances of people complaining the game doesn't cater to their very specific needs, due to the fact a videogame RPG has to concern itself with restrictions based around resources and a budget.


I agree with you. A human DM can do something a computer program cannot do. That is improvise. A computer program is bound by its programming and what the developers were able to imagine that a player would do in a situation. All of this is still has to take into account the resources that the developer has. Nothing is unlimited.

Also gamers are saying they can wait on the game to be as good as it can be. I played StarCraft and Diablo by the time Blizzard released Starcraft 2 and Diablo 3 I did not care. I had moved on. No amount of hype was going to get me back. The wait was simply to long.


StarCraft 2's story was garbage. It retconned a few things (the most troubling being the Executor from the Protoss campagin in SC1 was Artanis from Brood War, Oh and the Overmind was a misunderstood good guy instead of a Cthulu-lite monster obessed with devouring all life). And then there's the character assassination Blizzard did to their own character by making Sarah Kerrigan no longer the self-styled "Queen **** of the Galaxy" into a more traditional damsel in distress. Which left me feeling cold and disappointed since I loved evil Kerrigan and there's no way to make her sympathetic after Brood War. She really is and truly should have remained the Queen **** of he Galaxy.

The actual gameplay was amazing though. Probably the best RTS I've played in years.

But yeah... not worth that wait. There's nothing in the game that couldn't have been done ****ing 7 years ago.

Modifié par Foolsfolly, 10 novembre 2012 - 12:17 .


#60
Guest_shlenderman_*

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Maria Caliban wrote...


You are both wrong. cRPGs are for people with restricted imaginations that restrict their mind with vast restrictions of mind with games lack vastness!

People with real imagination play Frisbee.


Hm i guess its more about guessing that days. We guess game sucks. Some guess game rocks. When the game will be released it will attract new peops, who suck or rock, and be attracted by imagination.

:huh:

#61
Taint Master

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I liked DAO's silent protagonist too, but those days are long gone. SWToR did a better job with paraphrasing the voiced dialogue options, but there are always going to be times where you think one thing and your character says another.

But that's what the escape key is for!

#62
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Realmzmaster wrote...

Actually if you look down the list of responses in DAO it was written with different implied tones in mind. Some of the responses were aggressive and others were diplomatic from what I gathered. YMMV.

I don't feel it was as limited. There were times in DA:O where, when someone made a charged comment to me, I could give a noncommital answer. or, I could question them--and the response did NOT have an aggressive connotation. This happenede pretty much all the time. The only time this happened in DA ][ was when you had the three options all with that same tan-ish color thing that indicated that it WASN'T tone-based. All other responses are limited by the tones: If I don't agree with what Merril is doing, I HAVE to do so in an aggressive way. I could discourage Alistair, or Oghren, or Sten, or somebody without having the tone interfere.

#63
Guest_EntropicAngel_*

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Plaintiff wrote...

I think knowing the context (ie, tone) of what you're about to say is far more important than simply knowing the content (ie, words).

A decent portion of communication is non-verbal. The words that you say are less important than the way that you say them; body language, facial expression, and yes, tone, are all more important than words. Tone is meaning, tone is context. I could say the exact same sentence three times, but the meaning of that sentence changes drastically, depending on whether I'm being sincere, sarcastic or sullen when I say it.

You might argue that you can 'imagine' your tone in other roleplaying games, and you're probably right. But the fact of the matter is that Bioware writes all the lines of dialogue with a specific intent in mind. If I, as the player, am going to make an informed decision, I need to know what that intent is.

Even if all I had to go on were the symbols that indicate context, that would still give me better, more reliable information than knowing the content without context.


The problem isn't so much that there are tones. it's that there's a tone bound to a specific response.

I can't disagree with someone without being a jerk about it.

I can't be a neutral party without cracking wise.

If there was an option to pick my choice--simplifying broadly, disagree, agree, or be neutral--AND pick my tone, it would be acceptable. But the choices are bound to the tones, which I find very very difficult to overcome.

#64
Guest_EntropicAngel_*

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Josielyn wrote...

What if you could hear the recorded voiced response when you mouse over the icon, before you actually select it? THEN you'd know for certain what was going to be said. Would that make it a little better? Just curious...


Eh, not really, for the reason I listen above.

#65
Medhia Nox

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@Maria Caliban: Your silly diatribe aside... you think that watching tv requires the active use of your imagination?

The use of negative space allows us to use our imagination - what is omitted - is imagined.

I wasn't trying to compete with anyone - I don't care what kind of imagination you have.

But acting like every action you do requires deep levels of imagination is weird - one might wonder why the need to assert proficiency in using imagination at all.

#66
KEMKA

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I had a real problem with DA:O with completely misunderstanding some dialogue options. I imagined them meaning one thing, but when I selected them it turned out they had been written to be a different kind of response, for example insulting a character. I think this was what they were trying to address when they introduced tone etc with DA2. If Hawke had not been voiced and we were just given the general tone of a responce would people have had less of a problem? (I meant that as an actual question!)

Modifié par -k-a-t-e-, 10 novembre 2012 - 07:52 .


#67
Guest_EntropicAngel_*

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-k-a-t-e- wrote...

I had a real problem with DA:O with completely misunderstanding some dialogue options. I imagined them meaning one thing, but when I selected them it turned out they had been written to be a different kind of response, for example insulting a character. I think this was what they were trying to address when they introduced tone etc with DA2. If Hawke had not been voiced and we were just given the general tone of a responce would people have had less of a problem? (I meant that as an actual question!)


Not unless there was a way to have responses NOT bound to tones.

#68
Icesong

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Realmzmaster wrote...

NUM13ER wrote...

I think some people expect a level of player agency that one finds in role-playing with a dice and board. And no developer could ever compete with a persons imagination. I've seen many instances of people complaining the game doesn't cater to their very specific needs, due to the fact a videogame RPG has to concern itself with restrictions based around resources and a budget.


I agree with you. A human DM can do something a computer program cannot do. That is improvise. A computer program is bound by its programming and what the developers were able to imagine that a player would do in a situation. All of this is still has to take into account the resources that the developer has. Nothing is unlimited.


Yes, but RPGs should be trying to get closer not farther away.

Also gamers are saying they can wait on the game to be as good as it can be. I played StarCraft and Diablo by the time Blizzard released Starcraft 2 and Diablo 3 I did not care. I had moved on. No amount of hype was going to get me back. The wait was simply to long.


Your lack of interest didn't stop this from happening. Or this. Or this.

#69
Ninja Stan

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Please take your "what is RPG" and "what is role-playing" argument elsewhere. It is not DA3 related.

End of line.