My biggest complaint in DAII (Yes, even more so than the reused environs and the self replicating enemies that pop out of thin air) is how the dialogue wheel is currently presented. It. Ruins. Character. Immersion.
I cannot think of any other way to put it.
The problem?
It is setup in such a way that you have "the good option", the "funny
option", and "angry/renegadeish" option. Having this setup (and rewarding
players via how they can persuade and talk for example) for continuously using the same
option is ruining the great immersion that Bioware games of old had (I hate to say it, but this is how I feel about it). Your character becomes too entwined with a specific character profile and never quite
sais how he/she actually feels because of it.
The list view is better because it does not setup the choices in an orderly good/evil fashion. It throws that idea out the window and in turn lets the player's choices often jump between good/renegade/funny as well as a wider range of emotions etc. depending on the situation. And outside of dealing with characters, provides no reward for players always choosing the same type of option.
The feeling that the dialogue wheel gives me is incredibly hard to describe, but if you look at comparisons to DA:O and DAII, you can easily see the problems with it:
- In DA:O If I was dealing with a person that did something wrong, but I genuinely felt sympathy for, I could easily find an option that reflected that feeling of mixed sympathy and anger. In DAII if this happened, I only had a sympathetic option, an option that makes light of the situation, and an option that displays anger. There is rarely ever an option that describes what I am actually feeling. I guess if I had to put it one way, the dialogue wheel takes away the "grey" feeling you can get from certain situations that are prevalent in the DA universe. The point is, the dialogue wheel setup just does not do the game justice by only allowing you these typical character profiles of good/renegade/joker.
There are aspects of the dialogue wheel that are good however, one of them is that it is presentable and another being that the investigate commands are easy to find and you don't have to worry about them accidentally pushing the story forward if you pick one.
So I guess that the optimal way to deal with choices and dialogue is to find a system that allows for easy navigation of investigate and story centric choices like the wheel, but also allows for the story centric choices to have a much more wide range of emotions in a situation.
Some of the things that I think would benefit the dialogue system:
- Mix up the story centric choices so that the good option isn't always on top and the renegade option isn't always on the bottom etc. This allows the character to really read the choices over instead of just picking the good option every time. It will allow players to feel more like they are actually considering their choices instead of falling into a basic archetype.
- Remove the icons that tell you what feeling is being conveyed. I realize what you were trying to do here Bioware, and I respect that. But I feel like it doesn't help and prevents the player from really choosing the choice they mean in favor of staying true to a character profile. The alternative here is to have better described paraphrases on the choice menu. I realize you cannot put the entire dialogue in the paraphrase, but you really could put more effort into finding the right wording to describe it.
- Provide choices that display a much wider range of emotions than just the three archetypes. I have stated this over and over because words can barely even express how important it is. I realize that this means more dialogue and in turn means more voice acting and costs associated with that. But it is worth it, especially considering how important dialogue is to a Bioware game and the DA series. When playing games with choices, I often find myself somewhere between good natured and neutral on many things, and I feel that DAII did not give me the correct methods to attain that personality.
In conclusion: The DA universe is excellent and I have enormous respect of the fact that the games avoid giving us some kind of a good/evil meter, but I feel like DAII's dialogue system still reflects that good/evil archetype even without having any kind of a guage. In DA:O I never felt that way and it was something that I really enjoyed. I am pretty sure that I have heard the dialogue wheel will make a return, and that is fine, but I really hope that changes are made in the ways I described to help immersion and to help make the character you create your own through having more choices and removing handholding mechanics that make it too easy for a character to fall into an archetype. Hopefully Bioware reads this, but I also hope the players can provide feedback here as well.
Modifié par terdferguson123, 13 novembre 2012 - 05:56 .




Ce sujet est fermé
Retour en haut







