batlin wrote...
I think this topic calls for this
Boom goes the dynamite.
batlin wrote...
I think this topic calls for this
Upsettingshorts wrote...
In case anyone can't understand how someone might dislike silent protagonists in otherwise fully voiced games, here's what it feels like to play such games to me.
Imagine you're sitting on the couch in your living room. There is a movie playing on the TV in which everyone except the hero speaks normally. When the hero's turn to speak comes, the movie pauses on its own. Then you have to look down into your lap, and read the script. Then the movie resumes as normal. Repeat hundreds of times. It's jarring, it kills any momentum a scene has dead in its tracks, breaks up pacing, forces a somewhat passive protagonist, and is - as others have said - simply bizarre.
Modifié par Wulfram, 29 novembre 2012 - 02:54 .
Wulfram wrote...
Imagine you're sitting on a couch talking to someone else. As a severely autistic person, you have no idea how normal conversations are conducted; fortunatey, someone has kindly written out for you a list of acceptable topics and responses, so you pick one. Then some actor comes in and says something that's probably more or less on the same lines as what you decided to. Repeat a hundred times, with the accuracy of the line to what you wanted to say varying considerably.
Modifié par AlanC9, 29 novembre 2012 - 03:31 .
Fast Jimmy wrote...
The above post by Wulfram (and the quote in it by Shorts) crystalizes the difference between the two playstyles.
Shorts enjoys the third person style, where he is never the character, he is just a director watching how the scene plays out.
Wulfram enjoys the first person style, where he IS the character (or at least in direct control of the character), the actor actually playing the part in the scene.
The voiced protagonist with paraphrases only really accomodates the first playthrough style. We get to see how Shepherd, or Hawke, or Quincy when DA3 comes out, handles the situation when we pick our options. Sometimes they handle it very close to how we envisioned it, sometimes it can be a little more offbase.
That is not to say the third person playstyle is not POSSIBLE with a voice protagonist... it is just more difficult and DEFINITELY not supported.
To argue about whether a voiced protagonist is good or bad, you need only identify which of these playstyles you prefer most.
SpunkyMonkey wrote...
Fast Jimmy wrote...
The above post by Wulfram (and the quote in it by Shorts) crystalizes the difference between the two playstyles.
Shorts enjoys the third person style, where he is never the character, he is just a director watching how the scene plays out.
Wulfram enjoys the first person style, where he IS the character (or at least in direct control of the character), the actor actually playing the part in the scene.
The voiced protagonist with paraphrases only really accomodates the first playthrough style. We get to see how Shepherd, or Hawke, or Quincy when DA3 comes out, handles the situation when we pick our options. Sometimes they handle it very close to how we envisioned it, sometimes it can be a little more offbase.
That is not to say the third person playstyle is not POSSIBLE with a voice protagonist... it is just more difficult and DEFINITELY not supported.
To argue about whether a voiced protagonist is good or bad, you need only identify which of these playstyles you prefer most.
Great post.
Either way I think that a voiced protagonist will take both greater effort, time and money to get right than a non-voiced one.
I also think that a voiced protagonist has bigger potential for immersion-breaking than a non-voiced one too, as loony-split-personality Hawke showed.
For those reasons I find it very strange that Bioware would choose to go with a voiced protagonist. I suppose you have to admire their bravery attempting it after the fail that was Hawke at least.
Certainly I think that having seen excellent game after excellent game from Bioware over the years without a voice protagonist, I'm surprized some feel so strong about the need for one now.
Modifié par batlin, 29 novembre 2012 - 04:06 .
Fast Jimmy wrote...
Shorts enjoys the third person style, where he is never the character, he is just a director watching how the scene plays out.
Wulfram enjoys the first person style, where he IS the character (or at least in direct control of the character), the actor actually playing the part in the scene.
batlin wrote...
SpunkyMonkey wrote...
Fast Jimmy wrote...
The above post by Wulfram (and the quote in it by Shorts) crystalizes the difference between the two playstyles.
Shorts enjoys the third person style, where he is never the character, he is just a director watching how the scene plays out.
Wulfram enjoys the first person style, where he IS the character (or at least in direct control of the character), the actor actually playing the part in the scene.
The voiced protagonist with paraphrases only really accomodates the first playthrough style. We get to see how Shepherd, or Hawke, or Quincy when DA3 comes out, handles the situation when we pick our options. Sometimes they handle it very close to how we envisioned it, sometimes it can be a little more offbase.
That is not to say the third person playstyle is not POSSIBLE with a voice protagonist... it is just more difficult and DEFINITELY not supported.
To argue about whether a voiced protagonist is good or bad, you need only identify which of these playstyles you prefer most.
Great post.
Either way I think that a voiced protagonist will take both greater effort, time and money to get right than a non-voiced one.
I also think that a voiced protagonist has bigger potential for immersion-breaking than a non-voiced one too, as loony-split-personality Hawke showed.
For those reasons I find it very strange that Bioware would choose to go with a voiced protagonist. I suppose you have to admire their bravery attempting it after the fail that was Hawke at least.
Certainly I think that having seen excellent game after excellent game from Bioware over the years without a voice protagonist, I'm surprized some feel so strong about the need for one now.
Voiced protagonists work when the protagonist has a set personality and the events more linear. Shepard, for example, is always an aggressive, pedantic, leader-type. The choices you make only determine whether he/she's a goody two-shoes or a jerk. With a more pure RPG like Dragon Age, that's when there arise complications, because no voice actor can express as huge an array of personalities that are offered by silent protagonists.
Modifié par SpunkyMonkey, 29 novembre 2012 - 04:30 .
abnocte wrote...
Movie-like games have been around since 3D technology has been accesible in videogames.
Just look to games like the Legacy of Kain series ( Soul Reaver & Blood Omen ), you have a predefined character with his own reasons and beliefs to move around inside the game's world. The only input the player ever gives is combat.
As much as I enjoyed the series and Raziel being told he is worthy by a giant squid while Kain was playing is own games, I will never consider it an RPG.
The loosest definition I can come up for a cRPG is a game where the player has input on the main character outside combat.
I want to give my input on no combat situations, so I will never expect a game that allows me to do so to play like a movie. It is just plain impossible for it to do so.
Regarding "choices"...
For me a "choice" is not necessaly the game showing one outcome or another depending on which dialogue options I picked, "choice" is also deciding what kind of character I'm playing.
You are not be able to stop Anders from blowing up the chantry, you can't avoid becoming a Grey Warden but how your character deals and reacts to those things are your "choice" ( among the ones given to you by the game ).
For me dialogue in itself is part of the gameplay.
I want to choose how the main character reacts to the world around him/her, to do so I need to know not only how s/he expresses him/herself ( wheel icons ) but what his/her beliefs are.
Paraphrasing obfuscates the character beliefs, the dialogue tree did not.
Full text dialogue obfuscates/ignores the way the character expresses him/herself, the dialogue wheel does not.
And as someone who plays with subtitles on I fail to see a problem with reading and hearing what the characters say.
Abramis brama wrote...
Maybe the game should allow you to choose your characters personality in the beginning of the game and maybe allow you to change it while playing it in some points. I don't personally care for that, it doesn't seem to have that much effect on anything, at least in DA2.
But there definitely should be a option for gamers like you and I think the choosing it in the beginning is the best thing.
That's why you should be able to choose you personality in the beginning. It doesn't hamper the dialogue by making it have awkward pauses but still makes you able to choose.
Why can't the full text dialogue have the faces or some [sarcasm] [angry] things to indicate the expressions? Or am I not understanding what you're trying to say?
I think the point is reading it first and then hearing it. Can get tedious. It's different from hearing and reading at the same time. I play with subtitles as well.
abnocte wrote...
It affects how the character reacts to the world events presented to him/her.
The events in the game's story are the ones that should shape the character personality, so choosing a personality at the beginning serves no purpose to me.
Telling me to choose a personality in the beginning and only being able to change it at some points is like telling me that half the encounters in the game will be automatically decided based on which class I picked and the other half I actually get to play.
I expect the game to wait for my input, I consider that normal behavior.
I was trying to say that the wheel solves one problem to replace it with another, so for me the optimal solution would be to provide both full text and icons/tags that indicate the tone.
But Bioware does not approve of this for various reasons, one of them being the one commente below.
Depends on how fast you can read. I don't know, may be it doesn't bother me because I enjoy listening to the voiceactors or because english is not my mother tongue.
Abramis brama wrote...
Well usually these stories are contained in a very short period of time so their personalities would be already formed before. Picking up the personality in the beginning would be like picking a history and how she/he would react to things.
Combat and how you do it will be completely determined in the beginning by your class, that's one of your choices. Of course you have party member to mix things up but it's not that different from my proposed solution.
I expect the game to wait for my input, I consider that normal behavior.
Your answer seems like "It's a tradition, don't touch it!"I think all the awkward pauses and characters looking at nothingness makes the conversations seem really weird.
SpunkyMonkey wrote...
FRPG 's are THE very birthplace of character creation, and are far more about (or expected to be about) the main character. Their class, race, career etc. has been key that style of game for years, and by pre-determining that with a voice-over it goes against one of the main reason some gamers play it in the first place.
Wulfram wrote...
Upsettingshorts wrote...
In case anyone can't understand how someone might dislike silent protagonists in otherwise fully voiced games, here's what it feels like to play such games to me.
Imagine you're sitting on the couch in your living room. There is a movie playing on the TV in which everyone except the hero speaks normally. When the hero's turn to speak comes, the movie pauses on its own. Then you have to look down into your lap, and read the script. Then the movie resumes as normal. Repeat hundreds of times. It's jarring, it kills any momentum a scene has dead in its tracks, breaks up pacing, forces a somewhat passive protagonist, and is - as others have said - simply bizarre.
That's a useful analogy, but let me respond by saying how a voiced protagonist feels to me.
Imagine you're sitting on a couch talking to someone else. You decide what to say. Then some actor comes in and says something that's probably more or less on the same lines as what you decided to. Repeat a hundred times, with the accuracy of the line to what you wanted to say varying considerably.
I can understand what you're saying. I experience it whenever I watch a youtube video of someone playing through the game - there the silent protagonist is very jarring. But when I'm playing myself, the act of choosing the line feels equivalent to me talking myself, so the dialogue feels much more natural and immersive (sorry) than in voice PC games.
(The lack of fancy swooping around from the camera during most conversations in DA:O helps too)
Modifié par Upsettingshorts, 29 novembre 2012 - 11:25 .
Abramis brama wrote...
They should just remove dialogue choices. They hardly do anything right now anyway. Just have a choices to do (spare someone or not) in some normal lines.That would please everyone. Dialogue would be much smoother and you still would have choices.Exactly this. Removing dialogue choices would make the game much more movie like and the experience smooth and fluid without annoying immersion braking pauses.Upsettingshorts wrote...
Imagine you're sitting on the couch in your living room. There is a movie playing on the TV in which everyone except the hero speaks normally. When the hero's turn to speak comes, the movie pauses on its own. Then you have to look down into your lap, and read the script. Then the movie resumes as normal. Repeat hundreds of times. It's jarring, it kills any momentum a scene has dead in its tracks, breaks up pacing, forces a somewhat passive protagonist, and is - as others have said - simply bizarre.
Modifié par Upsettingshorts, 29 novembre 2012 - 11:57 .
Fast Jimmy wrote...
batlin wrote...
I think this topic calls for this
Boom goes the dynamite.
Modifié par Pseudocognition, 29 novembre 2012 - 11:38 .
Modifié par Upsettingshorts, 29 novembre 2012 - 11:43 .
abnocte wrote...
I consider that even a 50, 60 year old person personality can change when faced with events that challenge their core beliefs.
Depending on the nature of the events that change can take only seconds.
Example: Hawke's mother death.
I have 4 Shepards, Paragon, Renegade, Renegon and Paragade, the two last being the ones I enjoy playing the most, why? because they aren't mono-dimensional.
People react different ways based on who or what they are dealing with, and I expect to be able to choose how the PC reacts to each event in a cRPG.
It is impossible for me to choose a personality at the beginning and just watch how that PC acts. If I wanted such thing I will go and play DMC, Bayonette, Soul Reaver, Blood Omen or any other of the thousands games that come with a predefined character.
Hell, choosing a personality at the beginning would be like in Defiance:Legacy of Kain
where you play as both Raziel and Kain through different sections of the game.
Sorry but I strongly disagree with you here.
One thing is adapting your game tactics to your party setup in an encounter, a whole different thing would be the game deciding the outcome of an encounter without you giving any input just because selected rogue instead of warrior.
*Player's party enters room*
*enemies appear*
*game shows the player a message with the following text*
"You cannot win this encounter"
Resume
Reload
Exit game
That's how bizarre auto-dialogue feels to me.
As far as I know software uses event based procedures to capture users input. The software is constantly "listening" for input, like ctrl+c or like ME interrupts ( right or left mouse click ).
With a UI you also capture those events and the UI responds according to its code.
No software does anything on its own until the player gives his/her input.
ME interrupts are timed so if the player does not give the expected input they not execute its code and follow the default code.
So as long as conversations are interactive the normal behavior of the application is to wait for the users input.
Rather, it would be, if we were able to know what each option would make Hawke say. But, considering the amount of people who expected "he won't be alone" to be Hawke mouthing off about a roaring rampage of revenge rather than an oblique reference to her long ago deceased father.Upsettingshorts wrote...
For example, the option that image purports to mock in DA2 is a roleplaying opportunity. How does Hawke react to the death of their sibling? Your decision impacts who they are, as this is a big moment in their lives. Are they grief stricken? Do they look on the bright side? Do they remain focused and insist they push on?
Modifié par Xewaka, 30 novembre 2012 - 12:21 .
Modifié par Upsettingshorts, 30 novembre 2012 - 12:31 .
I...I thought the picture was just a joke...Pseudocognition wrote...
Fast Jimmy wrote...
batlin wrote...
I think this topic calls for this
Boom goes the dynamite.
???? This is a poor comparison. The MLP example has nothing to do with dialogue. You're deciding what the character should do, not what they should say. And I don't see how the dialogue paraphrases are ambiguous.
Also given the amount of context provided in the text, I doubt think the flash game is voiced. So its comparing apples and oranges.
iPoohCupCakes wrote...
I...I thought the picture was just a joke...
touché.Pseudocognition wrote...
iPoohCupCakes wrote...
I...I thought the picture was just a joke...
If only it were.