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Please. PLEASE stop paraphrasing dialogue, or give us another option.


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#201
Sidney

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Wulfram wrote...

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.


The problem with sall of the "unvoiced" luddites is this...the writtern lines don't match what I want to say either. Heck, they're gawd awful most of the time and it "sounds" like I'm Ernest Hemmingway givern how abbreviated most of the responses are.

I keep saying if you all want so bad to be thespians then you should ask for no written lines. Just an emotion/sense/goal of the dialog and then you can imagine up anything you want because if you are chosing to ignore the written options to imagine whatever you want then they functionally serve no purpose.

#202
Sidney

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Xewaka wrote...
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.


It...does...not...matter.

You have a dead relative you have:
1. Angry
2. Sad
3. Indifferent

Voiced or written on a screen your options are going to be that behind the scenes. The actual lines can be anything you want them to be but rather Hawke says it or you read it on the screen it won't be what you want to say.

Even more to the point, there isn't a situation where you could know the exact line of dialog and go "I won't pick Sad because I don't like the choice to use the phrase "grief stricken" as opposed to "very sad" so i'll pick Angry which isn't just 10% wrong to what I want to say, it is 100% wrong.

I'd have a lot more sympathy for the selecting from lines of text if it was at all common to have 2 or 3 options on how to say "Yes" to a request for help and each one was a differnent reason or personality type. That doesn't happen even in the wall o' text you get "Yes", "No" and "Investigate".

#203
DaHeadVampire

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Foopydoopydoo wrote...

Pseudocognition wrote...

ImperatorMortis wrote...

 toggle


/takes a drink


Lulzies. But yeah apparently the devs really do not like the idea of hovering over the parahrase and getting the line. I can't remember the exact reason. It might have something to do with the UI or maybe they just don't like it. Dunno. As for the saying "no" and the character going batguano on yah, that should be fixed/helped with clearer paraphrases, no?

Yea I didn't like the dialouge thing in DA1 because I felt that the NPCs were just talking to a robot or something 

#204
batlin

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Pseudocognition wrote...

Fast Jimmy wrote...

batlin wrote...

I think this topic calls for this


Posted Image


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.


The picture isn't about dialogue. It's about ambiguous options.

And how can you possibly say the dialogue is not ambiguous? Hawke never actually says what you tell him/her to.

Modifié par batlin, 30 novembre 2012 - 07:02 .


#205
SpunkyMonkey

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AlanC9 wrote...

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.


Really? What about Ultimas from IV on up? The Krondor games? The Witcher games? Planescape:Torment? 


They all live in the shadow of the BG games and DA:O.

It's not that you can't do a FRPG and do it well without character creation, but the very best ones, and those in their purest form which will connect with the fans most, have character creation as a core element.

There's simply people out there who don't want to play someone else's story - they want to "create" their own. Hence one of the main reasons for the success of games such as Skyrim.

I don't think that people expect that in Space Operas, however I think quite a few do with FRPGs and that those who do really look forward to character creation.

Modifié par SpunkyMonkey, 30 novembre 2012 - 08:59 .


#206
Maria Caliban

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batlin wrote...

I think this topic calls for this


Posted Image

batlin wrote...
The picture isn't about dialogue.


Yes, it is. Hence the phrase 'dialog choices.'

I get that someone thought this was cutting criticism, but the stupidity of asking which game has the most ambiguous dialogue when one of the pictures has no dialogue overwhelms whatever point you were attempting to make.

Modifié par Maria Caliban, 30 novembre 2012 - 09:30 .


#207
batlin

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Maria Caliban wrote...

Yes, it is. Hence the phrase 'dialog choices.'


The important words in there is "most ambiguous"

The My Little Pony game does in fact have less ambiguous dialog choices.

I get that someone thought this was cutting criticism, but the stupidity of asking which game has the most ambiguous dialogue when one of the pictures has no dialogue overwhelms whatever point you were attempting to make.

Yes it does. It just explains what your reply is. Why do you not consider the MLP example to have dialogue? Because it doesn't point out what the actual wording of the reply is? I hate to break this to you, but neither do the dialogue options in DA2.

Interesting, huh? Why do you consider a 3-4 word blurb that Hawke doesn't actually say to be a dialog option but not a clear decription of your respone to someone?

Modifié par batlin, 30 novembre 2012 - 09:54 .


#208
Shelondias

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I prefer the paraphrasination.

#209
upsettingshorts

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batlin wrote...

Why do you not consider the MLP example to have dialogue?


Because it's not dialogue.

Modifié par Upsettingshorts, 30 novembre 2012 - 10:04 .


#210
fchopin

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batlin wrote...

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.



This is partly wrong, a set personality is correct but the events do not have to be linear, just like TW2 has many options on how to play the game.The difference has nothing to do with voiced protagonists or not. It is the pretending to have the protagonist player made that will cause problems.With the set character you know how your character will react similar to Geralt or Shepard in ME3, with Geralt you know he is neutral but you can play him as a renegade or paragon if you like while he still has the same character.
 
With Hawke it is possible to try and play him or her as 3 different personalities and that is what is causing the problems as the game does not allow the player to personalize the character.
Bioware can pretend that it is possible but as far as i am concerned they are wrong.Player character has to be defined if it’s voiced or it will not work.

#211
fchopin

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SpunkyMonkey wrote...

I can't understand why an FRPG uses a Space Opera as a template


What is an FRPG?

#212
SpunkyMonkey

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fchopin wrote...

SpunkyMonkey wrote...

I can't understand why an FRPG uses a Space Opera as a template


What is an FRPG?


Fantasy RPG - one based around a medival, D&D, style background.

#213
fchopin

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SpunkyMonkey wrote...

Fantasy RPG - one based around a medival, D&D, style background.



Thank you, i am slow today.

#214
upsettingshorts

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The setting is irrelevant.

BioWare could have easily made Mass Effect with a list dialogue system, silent protagonist, and top-down isometric squad play.

Furthermore, Bethesda makes games set in a quasi-medieval fantasy setting and those games have less in common with Origins than Dragon Age 2 did.

Features and setting are not married to each other, and never have been.

#215
batlin

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Upsettingshorts wrote...

batlin wrote...

Why do you not consider the MLP example to have dialogue?


Because it's not dialogue.


Nor are the options in DA2. Any more problems?

#216
upsettingshorts

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batlin wrote...

Upsettingshorts wrote...

batlin wrote...

Why do you not consider the MLP example to have dialogue?


Because it's not dialogue.


Nor are the options in DA2. Any more problems?


They are, at their absolute worst, an unneccessarily vague and potentially misleading preview of dialogue.  I explained why it's a terrible comparison on the last page and I don't see the need to restate them again if you're not going to address the post.

Modifié par Upsettingshorts, 30 novembre 2012 - 10:56 .


#217
SpunkyMonkey

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fchopin wrote...

SpunkyMonkey wrote...

Fantasy RPG - one based around a medival, D&D, style background.



Thank you, i am slow today.


No problem I'm slow every day lol.

Upsettingshorts wrote...

The setting is irrelevant.

BioWare could have easily made Mass Effect with a list dialogue system, silent protagonist, and top-down isometric squad play.

Furthermore, Bethesda makes games set in a quasi-medieval fantasy setting and those games have less in common with Origins than Dragon Age 2 did.

Features and setting are not married to each other, and never have been.


If you're reffering to an earlier post of mine I think you have missed the point entirely - people expect different things out of different games, and that's where setting is relevant.

If I go and watch an Arnold Schwarzenegger movie I don't expect Shakespearian dialogue, and no matter how good the film is if I get that it puts the experience on a backfoot simply because I have to adjust my expectations and POV.

FRPGS & Space Operas are two totally different types of games with different levels of expectation for them, even though they have a lot in common.

Modifié par SpunkyMonkey, 30 novembre 2012 - 11:39 .


#218
upsettingshorts

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SpunkyMonkey wrote...

Upsettingshorts wrote...

The setting is irrelevant.

BioWare could have easily made Mass Effect with a list dialogue system, silent protagonist, and top-down isometric squad play.

Furthermore, Bethesda makes games set in a quasi-medieval fantasy setting and those games have less in common with Origins than Dragon Age 2 did.

Features and setting are not married to each other, and never have been.


If you're reffering to an earlier post of mine I think you have missed the point entirely - people expect different things out of different games, and that's where setting is relevant.


Name every "FRPG" you can think of, then explain how they all manage to meet your expectations of what the "FRPG genre" is about.

SpunkyMonkey wrote...

FRPGS & Space Operas are two totally different types of games with different levels of expectation for them, even though they have a lot in common.


Yes, that's what I'm disputing.

#219
Maria Caliban

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Fantasy is a genre based on improbability. Space opera is a sub-genre based on setting and tone. Nothing about the terms 'fantasy' or 'space opera' implies specific game play, only setting and narrative elements.

If you're attempting to coin some phrases:
1) You need to be explicit and exact about your meaning.
2) The phrases must be useful to the discussion
3) Your wording can't clash with previous word associations

Lastly, and this is optional but greatly appreciated...
4) Your wording ought to be neutral, such that a wide range of people with different viewpoints might use it.

Upsettingshorts does this well with his first-person vs third-person dichotomy in game experience. He gives examples of what he means, it expresses a novel idea that furthers the conversation, it fits previous word expectations, and it doesn't insult or belittle anyone in thread.

Alternatively, I have no idea what you mean when you talk about space opera vs FRPGs, which makes your suggestion that they have mechanical 'expectations' questionable.

Modifié par Maria Caliban, 30 novembre 2012 - 12:04 .


#220
SpunkyMonkey

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Upsettingshorts wrote...

SpunkyMonkey wrote...

Upsettingshorts wrote...

The setting is irrelevant.

BioWare could have easily made Mass Effect with a list dialogue system, silent protagonist, and top-down isometric squad play.

Furthermore, Bethesda makes games set in a quasi-medieval fantasy setting and those games have less in common with Origins than Dragon Age 2 did.

Features and setting are not married to each other, and never have been.


If you're reffering to an earlier post of mine I think you have missed the point entirely - people expect different things out of different games, and that's where setting is relevant.


Name every "FRPG" you can think of, then explain how they all manage to meet your expectations of what the "FRPG genre" is about.

SpunkyMonkey wrote...

FRPGS & Space Operas are two totally different types of games with different levels of expectation for them, even though they have a lot in common.


Yes, that's what I'm disputing.


BIt of a Strawman there son - I never said all FRPG's meet all my expectations of FRPG games - I simply don't expect an FRPG to be like a Space Opera.

For example, if ME was tacticts based and not essentially run & gun action it wouldn't feel right, whereas in DA:O as a FRPG it does.

Bioware tried to make DA:2 more like ME with more "action" orientated combat, totally missing the point that half the fun in ME's action is in aiming and taking cover - something which has no place in an FRPG world.

To apply a Space Opera template to a FRPG game is just silly.

Modifié par SpunkyMonkey, 30 novembre 2012 - 12:06 .


#221
SpunkyMonkey

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Maria Caliban wrote...

Fantasy is a genre based on improbability. Space opera is a sub-genre based on setting and tone. Nothing about the terms 'fantasy' or 'space opera' implies specific game play, only setting and narrative elements.

If you're attempting to coin some phrases:
1) You need to be explicit and exact about your meaning.
2) The phrases must be useful to the discussion
3) Your wording can't clash with previous word associations

Lastly, and this is optional but greatly appreciated...
4) Your wording ought to be neutral, such that a wide range of people with different viewpoints might use it.

Upsettingshorts does this well with his first-person vs third-person dichotomy in game experience. He gives examples of what he means, it expresses a novel idea that furthers the conversation, it fits previous word expectations, and it doesn't insult or belittle anyone in thread.

Alternatively, I have no idea what you mean when you talk about space opera vs FRPGs, which makes your suggestion that they have gameplay 'expectations' questionable.


I'm essentially saying that the way which DA:O was pushed towards a ME template was silly, as both the setting and structure for those types of setting are rightly different.

#222
Bail_Darilar

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Nothing wrong with paraphrasing, just make the spoken dialogue more similar to the paraphrase and alike you said another dialogue option would be nice with the three we have.

#223
vallore

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I always play as someone else and greatly enjoyed DAO, and disliked the paraphrase system of DA2.

When I play I want to be the one deciding not only what my character does but, more importantly, I want to be the one deciding who my own character is, within the context of the story.

Yes, this means I am perfectly happy with a character that comes with a well-developed background story attached, (as Hawke), but that I also need the ability to be the one deciding my character’s personality and motivations, within that story limitations.

I don’t want to be part of a (mostly) passive experience, were I am reduced to guess what each paraphrase really means, and then click to find out what the author’s character may do next and why, or how the character feels about it. I want to be the one making the decision myself, and find out how my decisions affect the story.

#224
abnocte

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Abramis brama wrote...


That's why I said that they should have a option to change your behaviour couple of times while playing.
The most perfect scenario being that you went against your core belief (again something you picked from beginning) but this is pretty hard to implement.

People react differently sure but it's still within limits of their personality. 

Another system would be choosing your personality before the actual
conversation begins. That way you would have more choice in your
personality but still retain that fluidity that's important to people.


If I play a RPG is so I can roleplay a character, to do so the game has to ask for player input in all non-combat events.

Choosing a personality at the beginning of the game or conversation serves me no purpose, I'm already choosing such thing by selecting the actual dialogue.


The games you mentioned don't have a choosable personality but the games are predetermined for you already.
Haven't played Kain so can't comment that but it seems to be action game with no choices.


In my eyes a cRPG where you choose a predefined personality at the beginning is the same as action game with a predefined character.

Legacy of Kain: Defiance has you play different sections with each of the protagonists ( like in Resident Evil for example ) and each has his own personality.

The only difference I see between this and what you are sayins is one single 3D character model.


Well I don't really remember a dialogue where I couldn't "win". The dialogues seems to be mostly just fluff choices that don't affect the game in any meaningful way.
Anyway that was kind of stupid comparison I made to be honest.  My point was just that you already choose a one way to combat. In ME2 at least, in DA you can control your other characters so it kind of balances it out
but usally people end up using their main the most.  Again bad comparison.

The personality choice is just the same in many ways though. Not completely I agree but I think it's reasonable trade-off for more cinematic and fluid feeling in general.


I do remember dialogue where I couldn't "win".
In pre-wheel dialogue, things like persuade or intimidate options where always shown to the player. After the player selected the intimidate/persuade option the game calculated whether the attemp was successful or not.

In ME we are shown persuade/intimidate options but you aren't allowed to select them unless you have enough paragon/renegade options. That's no fun, the game is already yelling at you "Auto-win button, press here!".

I said in a previous post that "choice" to me is not just about the game branching in differents paths. That the input given by the player affects the events of the game is
irrelevant, the only thing that matters is that the character in that
event is a different person based on what dialogue option the player
choose.


Where you see fluff I see roleplaying oportunities.


I consider dialogue a gameplay feature just like combat, I think your comparison was a fair one.

I insist: If I wanted such a trade-off I will go play a non cRPG game.


Edit: Just for reference, the Legacy of Kain series consist of 5 games:
Boold Omen, Blood Omen2 you play as Kain
SoulReaver, SoulReaver2 you play as Raziel
Defiance, you play as both.

This is what you get when you play a game wih predefined personalities and dialogue: Soul Reaver 2 - Kain at the Pillars. As much as I enjoyed it, it is not a RPG.

Modifié par abnocte, 30 novembre 2012 - 11:13 .


#225
David Gaider

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And, once again, we get the same people arguing the same points about dialogue that they've done in the last X times this thread has come up. Please desist. We are using paraphrases and voiced PC. If that does not appeal to you whatsoever, please move on. If you're just looking for them to be used in a better fashion, please wait until there's more to discuss-- such as when we start talking about this.

Otherwise, if you wish to discuss the DA2 or ME systems specifically, go to those forums. Thanks.