I'm skimming through this thread, so forgive me if I'm wrong. But doesn't Deus Ex: Human Revolution implement the exact solution Imperator is suggesting?
Modifié par CrustyBot, 25 novembre 2012 - 10:16 .
Modifié par CrustyBot, 25 novembre 2012 - 10:16 .
CrustyBot wrote...
Doesn't Deus Ex: Human Revolution implement the exact solution Imperator is suggesting?
Modifié par Pseudocognition, 25 novembre 2012 - 10:18 .
However, 90% of the total line is much, much better than "Take a f*ing guess, because we're not telling what's coming out of the PC's mouth unless too late".Pseudocognition wrote...
IIRC even the full text line does not always represent everything Adam ends up saying. It can only show as much as the UI is built to display.
Modifié par Xewaka, 25 novembre 2012 - 10:21 .
This has been suggested before and it is my preferred solution, but they do NOT want to show the full line. The devs don't want it in their game, and no arguments from fans will change it.ImperatorMortis wrote...
Whats wrong with hovering over a choice for a set ammount of time, and having the dialogue appear on screen? Thats almost exactly what happens with NPC dialogue.
David Gaider wrote...
Okay, last time I will go through this particular argument-- in the future, I'll simply link to this if I must.
Displaying the full text of the line for a voiced PC does not work for us. We investigated it. We tried it out, and discussed it, and ultimately discarded the idea.
I get that some people feel they need all the information in order to make their dialogue choice-- and they feel that seeing the entire line displayed for them will give them that information. It won't. Or, I should say, it will... but it will break down just as often as paraphrases do. Which is to say not very often, but often enough that you remember the situations where that happens. The only way that wouldn't be the case is if we started writing player lines as if the PC weren't voiced, as in Origins.
Also, there are a significant number of people who would be greatly annoyed by reading the entire line and then having it repeated to them verbatim. Your response might be "well, they shouldn't select that option then." But many people will. They'll see it in the list of options and think "oh, that's an option that will give me more information? More information is better!" and they'll select it... and then be annoyed by the result. So we would be trading one group of people who believe this is what they want for another group who would take the option and make it a poorer experience for themselves.
And, yes, that is something we must concern ourselves with. We do not offer, support and test options unless we believe they work as a viable option for the game as we intend it to be played. And you might say to that "well, I think it would make the game better for me", but I'd suggest you're largely wrong in that. It doesn't actually address your base problem, which is with the voiced PC. At best we'd be going out of our way to not really solve your issue while actively making the game worse for others.
This is not to say there aren't things we can do to make the system better other than simply being more rigorous with our use of paraphrases. Not being as anal about not repeating words and phrases between the paraphrase and the actual line(s) is one, but there are others... which we will discuss at a later time. Displaying the full line is not, however, going to be one of those things.
Modifié par nightscrawl, 25 novembre 2012 - 10:23 .
Xewaka wrote...
However, 90% of the total line is much, much better than "Take a f*ing guess, because you have no idea what's coming".Pseudocognition wrote...
IIRC even the full text line does not always represent everything Adam ends up saying. It can only show as much as the UI is built to display.
Modifié par Pseudocognition, 25 novembre 2012 - 10:24 .
Pseudocognition wrote...
IIRC even the full text line does not represent everything Adam ends up saying.
Xewaka wrote...
However, 90% of the total line is much, much better than "Take a f*ing guess, because we're not telling what's coming out of the PC's mouth unless too late".Pseudocognition wrote...
IIRC even the full text line does not always represent everything Adam ends up saying. It can only show as much as the UI is built to display.
Modifié par ImperatorMortis, 25 novembre 2012 - 10:30 .
Pseudocognition wrote...
We'll just have to talk to each other through the slats of that particular fence lol.
Anyway, Gaider has already shot down this style of conversation UI.
When did this ever happen? That's the best dialogue option ever.ImperatorMortis wrote...
I want to disagree with someone; not scream at the top of my lungs, and cannibalize them in front of their children.
ImperatorMortis wrote...
Pseudocognition wrote...
We'll just have to talk to each other through the slats of that particular fence lol.
Anyway, Gaider has already shot down this style of conversation UI.
Didn't know Gaider had the final, end all say in the development process.
It was an aggressive option that said [Let me make you dinner].Plaintiff wrote...
When did this ever happen? That's the best dialogue option ever.ImperatorMortis wrote...
I want to disagree with someone; not scream at the top of my lungs, and cannibalize them in front of their children.
Paraphrases are a UI issue. I doubt the writers have anything to do with whether they're used or not.Foopydoopydoo wrote...
He is in the writing process tho. And I think dialogue and it's implementation falls under his domain. Think I say. xpImperatorMortis wrote...
Didn't know Gaider had the final, end all say in the development process.
Modifié par Maria Caliban, 25 novembre 2012 - 10:34 .
ImperatorMortis wrote...
Didn't know Gaider had the final, end all say in the development process.

I've played game with PCVO and full text. It never bothered me.PhantomGinger wrote...
Like you, I thought it would be a good idea to see fully what my character would say. WRONG.
Xewaka wrote...
However, 90% of the total line is much, much better than "Take a f*ing guess, because we're not telling what's coming out of the PC's mouth unless too late".Pseudocognition wrote...
IIRC even the full text line does not always represent everything Adam ends up saying. It can only show as much as the UI is built to display.
Pseudocognition wrote...
I dunno, lead writer might have something to do with dialogue.
nightscrawl wrote...
This has been suggested before and it is my preferred solution, but they do NOT want to show the full line. The devs don't want it in their game, and no arguments from fans will change it.ImperatorMortis wrote...
Whats wrong with hovering over a choice for a set ammount of time, and having the dialogue appear on screen? Thats almost exactly what happens with NPC dialogue.David Gaider wrote...
Okay, last time I will go through this particular argument-- in the future, I'll simply link to this if I must.
Displaying the full text of the line for a voiced PC does not work for us. We investigated it. We tried it out, and discussed it, and ultimately discarded the idea.
I get that some people feel they need all the information in order to make their dialogue choice-- and they feel that seeing the entire line displayed for them will give them that information. It won't. Or, I should say, it will... but it will break down just as often as paraphrases do. Which is to say not very often, but often enough that you remember the situations where that happens. The only way that wouldn't be the case is if we started writing player lines as if the PC weren't voiced, as in Origins.
Also, there are a significant number of people who would be greatly annoyed by reading the entire line and then having it repeated to them verbatim. Your response might be "well, they shouldn't select that option then." But many people will. They'll see it in the list of options and think "oh, that's an option that will give me more information? More information is better!" and they'll select it... and then be annoyed by the result. So we would be trading one group of people who believe this is what they want for another group who would take the option and make it a poorer experience for themselves.
And, yes, that is something we must concern ourselves with. We do not offer, support and test options unless we believe they work as a viable option for the game as we intend it to be played. And you might say to that "well, I think it would make the game better for me", but I'd suggest you're largely wrong in that. It doesn't actually address your base problem, which is with the voiced PC. At best we'd be going out of our way to not really solve your issue while actively making the game worse for others.
This is not to say there aren't things we can do to make the system better other than simply being more rigorous with our use of paraphrases. Not being as anal about not repeating words and phrases between the paraphrase and the actual line(s) is one, but there are others... which we will discuss at a later time. Displaying the full line is not, however, going to be one of those things.
Maria Caliban wrote...
I've played game with PCVO and full text. It never bothered me.PhantomGinger wrote...
Like you, I thought it would be a good idea to see fully what my character would say. WRONG.
Modifié par PhantomGinger, 25 novembre 2012 - 10:37 .
ImperatorMortis wrote...
Pseudocognition wrote...
I dunno, lead writer might have something to do with dialogue.
Writing dialogue =/= implementing an option in game to see dialogue that was already written.
PhantomGinger wrote...
Maria Caliban wrote...
I've played game with PCVO and full text. It never bothered me.PhantomGinger wrote...
Like you, I thought it would be a good idea to see fully what my character would say. WRONG.
Then you're lucky, because it bothered the hell out of me.
Islandrockzor wrote...
They could write the paraphrases in Elcor.
"Hostile: No."
"Badassly: No"
Etc.
Modifié par ImperatorMortis, 25 novembre 2012 - 10:42 .
Conduit0 wrote...
I'll admit that there were a couple badly worded paraphrases, but the vast majority accurately got the point across. Maybe you just need better reading comprehension, in which case, the full text likely wouldn't help you anyways.
:innocent:
David Gaider wrote...
We do not offer, support and test options unless we believe they work as a viable option for the game as we intend it to be played. And you might say to that "well, I think it would make the game better for me", but I'd suggest you're largely wrong in that. It doesn't actually address your base problem, which is with the voiced PC. At best we'd be going out of our way to not really solve your issue while actively making the game worse for others.
ianvillan wrote...
We have been hearing the same dev argument about how they are going to make paraphrasing better for years now yet it is still the same as when it started.
ME1 had paraphrasing fans complained Bioware said they would make it better.
ME2 had the same problems with paraphrasing and fans complained, Bioware said they will make it better.
ME3 still had the same problems with paraphrasing as the first two games.
When it was announced that DA2 would have the dialogue wheel Bioware said that they knew the fan complaints about paraphrasing and would make it so there was no problems. Yet all they did was add the icons which did nothing to make paraphrasing better and fans still complained about how bad the paraphrasing was.
So here we are again complaining about paraphrasing and Bioware still says the same thing how they listened to the complaints and are going to make paraphrasing better.
I believe that as long as Bioware will continue to keep the dialogue wheel and paraphrasing and refuse to change them paraphrasing will always be a problem. Is it actually possible to know what your character is going to say if you only have a fraction of the information availiable to you.