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The Dialogue Wheel and the Problems Involved With it


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#101
Harle Cerulean

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David Gaider wrote...

Rojahar wrote...
I'm surprised people disliked the tone system so much, considering the biggest complaint about voiced protagonist and wheel is not knowing if a line will be delivered sarcastically or threateningly or whatever. Well, with the tone icons you know.


I'm certain that someone could immediately respond to that by saying that, no, you don't know. And while you didn't really know in DAO either, you were free to make it up. So we are preventing them from roleplaying in a particular kind of way, one that they were able to previously, and that's bad. In fact, I could probably recite the entire argument by now, in its entirety and in several different flavors.


Does it come in grape?

I like grape.

#102
Guest_Rojahar_*

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David Gaider wrote...

Rojahar wrote...
I'm surprised people disliked the tone system so much, considering the biggest complaint about voiced protagonist and wheel is not knowing if a line will be delivered sarcastically or threateningly or whatever. Well, with the tone icons you know.


I'm certain that someone could immediately respond to that by saying that, no, you don't know. And while you didn't really know in DAO either, you were free to make it up. So we are preventing them from roleplaying in a particular kind of way, one that they were able to previously, and that's bad. In fact, I could probably recite the entire argument by now, in its entirety and in several different flavors.


Isn't that the whole point of the tone icons though? I dunno, it seemed to me like if I picked a dialog choice with a red fist, the line was delivered by the voice actor in a way that seemed like it was attempting to be more aggressive than say... if I chose the blue olive branch. No?

#103
David Gaider

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Rojahar wrote...
Isn't that the whole point of the tone icons though? I dunno, it seemed to me like if I picked a dialog choice with a red fist, the line was delivered by the voice actor in a way that seemed like it was attempting to be more aggressive than say... if I chose the blue olive branch. No?


They're not interested in the tone. They're interested in the exact line, and are possessed of the notion that-- had they known the entire line beforehand-- they might not have picked it. The fact that it has a tone is meaningless to them, if not in and of itself muddying the waters because they don't want any tone "imposed" on the lines their character is speaking.

Regardless of whether any of this is true, they think it's true... or, if they ended up not liking the result they cast around for explanations as to why it might have been true and settle on the things that were different from things they liked more previously. Either way-- FEELINGS. And roleplaying. And... oh, whatever. At this point, I honestly start to think I simply have work to do. ;)

#104
Guest_Rojahar_*

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David Gaider wrote...

They're not interested in the tone. They're interested in the exact line, and are possessed of the notion that-- had they known the entire line beforehand-- they might not have picked it. The fact that it has a tone is meaningless to them, if not in and of itself muddying the waters because they don't want any tone "imposed" on the lines their character is speaking.

Regardless of whether any of this is true, they think it's true... or, if they ended up not liking the result they cast around for explanations as to why it might have been true and settle on the things that were different from things they liked more previously. Either way-- FEELINGS. And roleplaying. And... oh, whatever. At this point, I honestly start to think I simply have work to do. ;)


As I think various people at Bioware have said multiple times, the direction of games in the foreseeable future is voiced protagonist and paraphrases. Those people will always have those issues as long as those two features exist. I think at the very least though, the tone icons solve some problems people have claimed in the past, like thinking something they selected would be a joke and instead its a threat.

Even if you guys changed your mind, and supported showing the entire dialog at selection, or even removed voiced protagonists, I would still like the tone visible. In DAO, at least one time I had the issue of not knowing if a dialog option was a joke or serious, until the NPC I was talked to reacted to it. I know some people like to RP that their protagonist in DAO delivered the lines in whatever way they intended and the NPCs just misunderstood, but I couldn't help but think "Oh, the writer meant for it to have been said this way." as IRL such text-common misunderstandings in conversations are less common because you can say something with a tone in your voice, and IRL if someone DOES misunderstand, you can always say "I was just kidding." to clarify.

I feel like one of Bioware's stronger features, compared to other companies like Bethesda, is the more explicit reactivity of the world to your choices, whereas in Bethesda games much is left vague/short and open to headcanon interpretation. People fill in the blanks with Skyrim marriages, and they dont exactly have a lot of dialog, whereas in DA2, the details of my mage Hawke's rivalmance with Fenris were explicit - all that slamming against the walls wasn't just headcanon.

I'm not sure if its possible to completely satisfy both types of crowds at the same time, those who prefer to have their protagonist interacting more explicitly (actions recognized and reacted to by the game, explicitly), and those who prefer to have everything open to headcanon.

Anyway, TLDR: I see the tone system as independent from paraphrasing, voiced protag, and even the wheel.

Modifié par Rojahar, 15 novembre 2012 - 05:11 .


#105
Gibb_Shepard

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They're not interested in the tone. They're interested in the exact line, and are possessed of the notion that-- had they known the entire line beforehand-- they might not have picked it.



You're...seriously saying that the line spoken is irrelevant? All that matters is the tone?

Modifié par Gibb_Shepard, 15 novembre 2012 - 04:27 .


#106
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Missed the edit.

Modifié par Rojahar, 15 novembre 2012 - 04:31 .


#107
upsettingshorts

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Gibb_Shepard wrote...

They're not interested in the tone. They're interested in the exact line, and are possessed of the notion that-- had they known the entire line beforehand-- they might not have picked it.


You're...seriously saying that the line spoken is irrelevant? All that matters is the tone?


It's more that the people he is responding to are asserting that all that matters is the full line, even if there is no tone or intent presented at all.  The implication, at least to me, is that something is lost to some player no matter what approach BioWare opts for.  

It's the same argument we've all seen thousands of times already.  You're not new here, you know what he's saying because you can look at the usernames of who is in this thread and recall their oft-restated arguments. 

Nothing new is going on here.  This is the same exchange that's been going on for years.  In this specific thread, the dialogue wheel is allegedly being called to the mat, but it's really just another debate about voiceovers and paraphrases that the wheel gets lumped in with because of tradition or something.

Edit: Well I suppose that isn't totally fair.  The wheel is the most obvious visual change from DAO, but practically speaking of all the changes to the dialogue system between the two games, it probably has the least real impact among them by itself. 

Modifié par Upsettingshorts, 15 novembre 2012 - 05:26 .


#108
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Upsettingshorts wrote...

It's more that the people he is responding to are asserting that all that matters is the full line, even if there is no tone or intent presented at all.  The implication, at least to me, is that something is lost to some player no matter what approach BioWare opts for.


Specifically, it seems like the issue of full line versus paraphrase is controlling/predicting/knowing EXACTLY what (though perhaps not necessarily how) your character says versus the predictability/redundancy of reading the full line then hearing the full line. So I suppose, those who prefer stability and predictability (full control over their character?) over those who prefer something more dynamic and surprising.

Personally, I prefer being able to see the whole line, as the tone alone isn't important to how I define my character, even if the game only recognizes the tone. Perhaps I want to respond angrily toward someone, but then it turns out the full line says something I think crosses a line of what my character would say even out of anger.

I don't have any more redundancy issues with reading a full line and then hearing it, as its no different to me than reading all of a subtitle before the voice actor is even halfway through delivering the line in DAO. Of course, for people who are bothered by the subtitles "spoiling" the dialog, they can not read them or even toggle them off. Though I'm pretty sure Bioware's stated firmly that they wont ever have a full line toggle (though I dont recall why).

Modifié par Rojahar, 15 novembre 2012 - 05:33 .


#109
AmstradHero

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Upsettingshorts wrote...

Gibb_Shepard wrote...

They're not interested in the tone. They're interested in the exact line, and are possessed of the notion that-- had they known the entire line beforehand-- they might not have picked it.


You're...seriously saying that the line spoken is irrelevant? All that matters is the tone?

It's the same argument we've all seen thousands of times already.  You're not new here, you know what he's saying because you can look at the usernames of who is in this thread and recall their oft-restated arguments. 

In other words, Sylvius has derailed another thread with his "Voiced Protagonists Prevent Roleplaying" bandwagon.

I thought we might actually get to explore some new ideas about interfaces changes and how the wheel could drive more organic dialogue. Instead we get the same old arguments. :mellow:

#110
AppealToReason

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The wheel was great. I found myself in no more accidental romances and I wasn't guessing as to how my tone was going to be conveyed. The number of times I thought I was picking the "ima chop yo' head off meow" option and instead got the "Scurry along chaps" in DAO pissed me off. I wanted to make heads roll.

#111
Sylvius the Mad

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[quote]TomHark wrote...

You must have some very odd real-world conversations if that is true.  For a start it means that you only ever say one sentence to somebody and then have to wait until they have spoken before you can add another.[/quote]
Composing sentences takes time.  Interpreting what others say takes time.  Unless you want me to speak before I've worked out exactly what I want to say (and all the ways it might be interpreted), I think that's mandatory.
[quote]It also means that you are not very good at expressing intent when you speak, as the person you are talking to often thinks that you were talking in a completely different way than you thought you were.[/quote]
Others often incorrectly assign intent or motivation to what I say, yes.  And while you say I am not very good at expressing intent, I insist that expressing intent is actually impossible.  You have never, in your life, been able to do it, and any circumstance under which you attempted to do so and your intent was correctly determined by the listener, you were merely lucky (this luck may have been that you were speaking to someone whose mind works in a manner relevantly similar to the workings of yours).
[quote]You also ignore this and don't ever attempt to explain what you really meant, so if you hurt someone's feelings when you were just joking you just let them believe that you were being mean all along.[/quote]
It's often not possible to know for sure that you've been misinterpreted, and when it is it isn't typically immediately possible.  And if I could be misinterpreted once, could I not be misinterpreted again?  Since this person is apparently prone to misunderstanding me, it might be best to cut my losses and move on.
[quote]And when someone moves the conversation on when you have important questions to ask, you never go back to the previous topic to ask.[/quote]
No, I don't bully people into discussing the topic I want.
[quote]Personally, when I speak to someone, I don't have an exact sentence in my head to say unless I am directly quoting something.  I have an idea of the subject and the intent before I start, but my head makes up the actual
words as I am talking, allowing me to account for the reactions and bodylanguage of the person I am speaking to and also making it a two way process, with comments and responses from both sides on the same subject.  DA2 is certainly not a great representation of this, but it is closer to a real world conversation to me than DAO.[/quote]
So you don't know what you're going to say before you say it, and sometimes you say entirely the wrong thing, even to the point of revealing things you wanted to keep secret?
[quote]kinna wrote...

But most of the time you are limited to the intents they imagined. You can think that your character says the line in a certain way but the NPC will receive the line in the way the writers intended.[/quote]
How the NPC receives the line isn't knowable.  We can't read their minds.

Therefore, we have no reason ever to think that the line wasn't delivered as we preferred.
[quote]Upsettingshorts wrote...

I stand confidently by my summary, your failure to acknowledge it is your problem, not mine.[/quote]
Your summary was fine.  The problems arose because the plot structure isn't visible except in retrospect.  While you're doing them, the plot elements are seemingly unrelated except in how Hawke is required to be there.  Only later do we see how they all fit together to lead to the ending.

Unfortunately, by then the game is over and all of supposed opportunities to play our character have already passed.

The only reason Hawe needs to help Javaris find his blackpowder is because a later plot element requires it.  At least in DAO the reason things need to be done is all because a single later plot element requires it, so there's only one hurdle to clear, and we all get to see it early on.  But DA2 hides the justification from us until it's too late to make a difference.

Look at BioWare's previous games.  In BG, much of the game sits neatly outside the main plot, and even the parts within the main plot aren't identifyable as such.  But each plot element has its own justification for being done, without any requirement that the player even be aware of the main plot (which might not be revealed until later).

BG2, NWN, and KotOR show us the main plot quite early on.  They're structured like DAO is, where everything is done for one specific reason, and that reason is the only buy-in required by the player.  Jade Empire is the same.

So that's two designs.  With DA2, BioWare tried an entirely new one - one that required that the player accept that Hawke was doing things without any understanding as to why.  And even in hindsight, I still don't know why Hawke would care at all about Javaris or Petrice or even that damned serial killer.  But I can see why the narrative needed them.

DA2's authored narrative would have made a fine book.  It made a lousy roleplaying game.
[quote]Rojahar wrote...

I'm surprised people disliked the tone system so much, considering the biggest complaint about voiced protagonist and wheel is not knowing if a line will be delivered sarcastically or threateningly or whatever.  Well, with the tone icons you know.[/quote]
That was a common complaint with the silent protagonist in DAO, and for those people I imagine the tone icons in DA2 were a really good idea (though I think even they would agree the meaning of the icons should have been better defined).

But some of us really liked how DAO's dialogue worked, and DA2 fundamentally broke that.

David describes this position very well.
[quote]David Gaider wrote...

They're not interested in the tone. They're interested in the exact line, and are possessed of the notion that-- had they known the entire line beforehand-- they might not have picked it. The fact that it has a tone is meaningless to them, if not in and of itself muddying the waters because they don't want any tone "imposed" on the lines their character is speaking.[/quote]
Well of course we might not have picked it.   If a line's content or its tone contradicts our character design, then
we would want to avoid that line, wouldn't we?  Whatever the set of options is that's available to us, we'd like to choose one that is compatible with our character.

If I'm given the choice to kill a slaver or let him go, then I'm going to choose the option that best reflects how my character feels abot slavers (in this case, he bears them no ill will, so he lets the slaver go).  But, then the voiced line is a sneering "Get out of my sight."  What?  That suggests either that my character does bear the slavers ill will, or he wants to convince on-lookers or companions that he does.  If that's the case (and it wasn't something I had reason to believe before I made the selection), is letting the slaver live still the best option?

The only justification I managed for why Hawke might have let the slaver go as he did is if Hawke hates slavers, but at the same time feels some moral compulsion not to kill people vengefully, or perhaps he thinks them redeemable somehow.  That's a fairly specific set of characteristics, and had I been playing that sort of Hawke then that option would have been appropriate.  But if I'm not playing that sort of Hawke, then I should be able to tell in advance that the option to let the slaver go doesn't suit my Hawke.

I still have no idea how you actually expected DA2 to be played, given this dialogue system.
[quote]Rojahar wrote...

I feel like one of Bioware's stronger features, compared to other companies like Bethesda, is the more explicit reactivity of the world to your choices, whereas in Bethesda games much is left vague/short and open to headcanon interpretation.[/quote]
Did BioWare do that at all prior to the voiced protagonist?

Personally, I've always thought their strengths were the quality of the writing and their combat mechanics.  Really.  I generally love the combat in BioWare's games.
[quote]I'm not sure if its possible to completely satisfy both types of crowds at the same time, those who prefer to have their protagonist interacting more explicitly (actions recognized and reacted to by the game, explicitly), and those who prefer to have everything open to headcanon.[/quote]
I suspect it isn't.

The conflict arises, I think, because BioWare used to serve one group, but now they serve the other.
[quote]AmstradHero wrote...

In other words, Sylvius has derailed another thread with his "Voiced Protagonists Prevent Roleplaying" bandwagon.[/quote]
I was specifically trying to avoid doing that.  That's why I pointed out that many complaints about the wheel are actually complaints about other things (like the voice or the paraphrase), and I even went on to defend the wheel against some actual wheel-based complaints.
[quote]I thought we might actually get to explore some new ideas about interfaces changes and how the wheel could drive more organic dialogue.[/quote]
What do you mean by "organic dialogue"?

Modifié par Sylvius the Mad, 15 novembre 2012 - 08:40 .


#112
Xewaka

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David Gaider wrote...
They're interested in the exact line, and are possessed of the notion that-- had they known the entire line beforehand-- they might not have picked it.

If by that you mean "they had to reload during every conversation at least two times because the lack of information  meant they had to guess and the line that came out was the opposite of what the player intended" (Holy runon sentence batman!) then you're right.
I tried both systems. Full line gives me the information I need to make a dialogue choice. Paraphrase does not.
Regarding the actual original topic, the Dialogue Wheel: I have no issue with the wheel presentation, specifically. It's the fact that it's married to the completely useless - if not outright counterproductive - paraphrasing what bothers me. Have the wheel actually give enough information to the player (like DXHR did) and I have no quarry against it.

Modifié par Xewaka, 15 novembre 2012 - 10:41 .


#113
BadJustice

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I agree there is no point role playing as your character if you're just going to go 100% good or 100% bad and not think about what dialogue you're going to say

#114
esper

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BadJustice wrote...

I agree there is no point role playing as your character if you're just going to go 100% good or 100% bad and not think about what dialogue you're going to say


There is no point in roleplaying such a characther, true, but why make it impossible to do. Those of us who care about roleplaying won't be picking the 100% good and bad option, those who don't really care will not appreciate the extra complecation of the op's system of random placement on the wheel. It will just annoy them, and frankly it would annoy me too, even if I do think about most of my choices.

Furthermore top position is not always good, just the most peaceseeking one. Example the dalish clan after Merrill's quest. It's first of the choice wheel not the tone wheel.

The top position is trying to explain the situation peacefully. IE reveal that Marathari was an abormination, the clan dies with that.

The middle position is basically telling the to back the **** off. naturally the clan dies with that.

The lower position is to take responsiblity which is basically saying that Hawke will take Merrill away is the only way to prevent the death of the clan. My guess is it is lower position because it is actually quite rude to Merrill

So in the choice wheel the position are not always a give away, As for it being in the tone wheel I don't see the problem, the tones would still give the option away.

What I propose is changing the colour code. Having blue/red on the opposite is not wise since these two colours are so often used in games to give the difference between good/evil that is subconsiocly affect us that way too now, I would pick light green for diplomatic, for agressive I don't not. I think purple and then yellow for sarcastic.

I am kinda curious about the reaction wheel, Gaider mentioned. My biggest fear is that it is timed, and that it will be hard to convey the necessary information about the choices in time. I still have nightmares about the interrupts in ME.

#115
milena87

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I liked what they did with DA2. Was it a perfect system? No, as paraphrases sometimes had surprising outcomes, but overall it was definetely an improvement over what we saw in ME.

For a voiced protagonist, I personally like the tone/intention approach the best. It doesn't break my immersion to not know in advance what the character is going to say, understanding what (s)he's trying to say or do would suffice for me.

#116
AmstradHero

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Sylvius the Mad wrote...
How the NPC receives the line isn't knowable.  We can't read their minds.

Therefore, we have no reason ever to think that the line wasn't delivered as we preferred.

I've seen you argue this before, and I still wholeheartedly disagree.

No you don't know exactly what thought process the NPC has used to parse the line the PC has delivered, but you don't need to know with 100% certainty. An upset NPC is still an upset NPC, which informs the player as to how the line was actually delivered.

We know based on the way they react. If they respond badly and get angry or upset, then we know they've received as though it was offensive or hurtful, which means that it must have been delivered in a way that would allow that interpretation. To suggest otherwise isn't paying attention to the NPC's reactions, at which point you're living in a bubble and the other characters may as well not exist and not have any reactions or emotions.

Sylvius the Mad wrote...

AmstradHero wrote...
I thought we might actually get to explore some new ideas about interfaces changes and how the wheel could drive more organic dialogue.

What do you mean by "organic dialogue"?

As I mentioned before, the "investigate" hub is most distinctly inorganic. You get to point A in the conversation, then you ask about sub-topics B,C,D and E in any order, and then when you've exhausted those options, you continue on with the conversation. The dialogue in B, C, D and E is always the same - they feel very much like separate topics rather than pieces of a complete conversation that flows logically from one conversation point to the next.  This can vary a little depending on how the dialogue is written and what it is about, but it feels like a very mechanical process.

Creating "organic" dialogue is exceptionally difficult and would require a lot of work in writing, scripting (or rather, heavy usage of plot flag conditions under the DA model) and voice acting. I still think it's something to aspire to.

Modifié par AmstradHero, 15 novembre 2012 - 11:37 .


#117
fchopin

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milena87 wrote...

I liked what they did with DA2. Was it a perfect system? No, as paraphrases sometimes had surprising outcomes, but overall it was definetely an improvement over what we saw in ME.



Disagree; i had very few problems with any of the three mass effect games in what my character said.
 
DA2 is the only game i had problems with dialogue and it is supposed to be better but in actual fact it is much worse.
 
The reason it is worse is because it was intentionally done this way. If the icons were not included in DA2 then the writers would have given us better descriptive dialogue just like in mass effect games and there would have been no problems.
 
Icons with meaningless text like in DA2 gives you less info than mass effect dialogue.

#118
DarkSpiral

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fchopin wrote...

milena87 wrote...

I liked what they did with DA2. Was it a perfect system? No, as paraphrases sometimes had surprising outcomes, but overall it was definetely an improvement over what we saw in ME.



Disagree; i had very few problems with any of the three mass effect games in what my character said.
 
DA2 is the only game i had problems with dialogue and it is supposed to be better but in actual fact it is much worse.
 
The reason it is worse is because it was intentionally done this way. If the icons were not included in DA2 then the writers would have given us better descriptive dialogue just like in mass effect games and there would have been no problems.
 
Icons with meaningless text like in DA2 gives you less info than mass effect dialogue.


I can't say I recall anyone ever saying that the DA2 wheel was going to be better than ME's.  I can recall a LOT of people having problems with the dialogue wheel in both Me and ME 2, so if you didn't, congradulations.  But you're outnumbered by the people that did.  They (DA2's tone icons) were an experiment, and one they assure us is going to be improved on.  As for the icons and the vague paraphrases, one has nothing to do with another, unless you're suggesting that the writers used the tone icons as a crutch, and therefore didn't bother to use clear paraphrases.

Or, to put it another way, meaningless test with no icons is at least as bad, if not worse, that what DA2 had.

#119
fchopin

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DarkSpiral wrote...
unless you're suggesting that the writers used the tone icons as a crutch, and therefore didn't bother to use clear paraphrases.



That is exactly what i am saying.

#120
Leoroc

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I get annoyed by the paraphrasing sometimes just because I feel theparaphrase was a better line. Happens a lot more in SWTOR than DA2 though.

#121
Sidney

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Gibb_Shepard wrote...

They're not interested in the tone. They're interested in the exact line, and are possessed of the notion that-- had they known the entire line beforehand-- they might not have picked it.


You're...seriously saying that the line spoken is irrelevant? All that matters is the tone?


Isn't it though? It isn't like there are 3 or 4 different "Yes I'll help you" options so if you want to help you are saddled with what they've given you. You are not picking actual dialog, you are picking conversational directions. How many dialog nodes would you actually select the blue option because you didn't like the EXACT red dialog lines?

This BTW has nada to do with the voiced dialog. In DAO I hate the dialog in Redcliffe because my fundamentally unhelpful Warden winds up getting negative points from Morrigan for helping the village. I don't want to help the village out of the goodness of my heart, I want to gain the favor of their powerful lord but the only way to do the latter is to help the village and the only path to doing that....is to pick the "Yes I'll help" dialog.

#122
Sidney

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DarkSpiral wrote...

I can't say I recall anyone ever saying that the DA2 wheel was going to be better than ME's.  I can recall a LOT of people having problems with the dialogue wheel in both Me and ME 2, so if you didn't, congradulations.  But you're outnumbered by the people that did. 


I again question unless you are an ESL/non-native speaker of whatever lingo you played the game in how people are continually baffled by the paraphrasing. I can count on one hand the total times in any of the ME* or DA2 games that I was surprised at what actually came out of my mouth....and I doubt most people who aren't the type who post constantly about how they hate the wheel were either.

#123
Gibb_Shepard

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Sidney wrote...

Gibb_Shepard wrote...

They're not interested in the tone. They're interested in the exact line, and are possessed of the notion that-- had they known the entire line beforehand-- they might not have picked it.


You're...seriously saying that the line spoken is irrelevant? All that matters is the tone?


Isn't it though? It isn't like there are 3 or 4 different "Yes I'll help you" options so if you want to help you are saddled with what they've given you. You are not picking actual dialog, you are picking conversational directions. 



No, no it isn't. Having my character threaten to eat someone's babies instead of a punch to the gut is character defining shiz. Having my character deliver a line on how distraught he is that some random's son died, instead of a simple "My  condolences" is character defining shiz.  Both these examples would be under the same tone icon (Angry and Goody), but both convey completely different character traits.

#124
milena87

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fchopin wrote...

milena87 wrote...

I liked what they did with DA2. Was it a perfect system? No, as paraphrases sometimes had surprising outcomes, but overall it was definetely an improvement over what we saw in ME.



Disagree; i had very few problems with any of the three mass effect games in what my character said.
 
DA2 is the only game i had problems with dialogue and it is supposed to be better but in actual fact it is much worse.
 
The reason it is worse is because it was intentionally done this way. If the icons were not included in DA2 then the writers would have given us better descriptive dialogue just like in mass effect games and there would have been no problems.
 
Icons with meaningless text like in DA2 gives you less info than mass effect dialogue.


Sorry, I wasn't implying that the system used in ME was confusing or created some kind of problems, but I do think that ME's wheel was overly simplistic and DA2 tried to at least improve on that. It worked for me, I understand that it didn't for others.

Anyway, I agree that the paraphrases should be improved upon and the DA team already confirmed that they're working on it. I'm interested in what they'll come up with.

#125
zyntifox

zyntifox
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Sidney wrote...

DarkSpiral wrote...

I can't say I recall anyone ever saying that the DA2 wheel was going to be better than ME's.  I can recall a LOT of people having problems with the dialogue wheel in both Me and ME 2, so if you didn't, congradulations.  But you're outnumbered by the people that did. 


I again question unless you are an ESL/non-native speaker of whatever lingo you played the game in how people are continually baffled by the paraphrasing. I can count on one hand the total times in any of the ME* or DA2 games that I was surprised at what actually came out of my mouth....and I doubt most people who aren't the type who post constantly about how they hate the wheel were either.




I was constantly surprised by the dialogue in DA2 and ME. The reason it is a lot more annoying, for me anyhow, in DA2 than ME is because unlike in ME i try to roleplay in DA. And it is not a very enjoyable experience when you feel you have to save before every potential dialogue sequence (and this is on the on console so i have no quick save, that i know of anyway) so you don't have to replay too much in case of a misinterpretation of the paraphrase.

Maybe i should just play it like Mass effect and pick a corner on the dialogue wheel and stick with it.