Is there a way to have the simpleness of a dialogue wheel, but the variety of a dialogue tree?
#1
Guest_The Mad Hanar_*
Posté 27 novembre 2012 - 12:28
Guest_The Mad Hanar_*
#2
Posté 27 novembre 2012 - 07:48
The Mad Hanar wrote...
All I want is more variety. More tones. That's it. Case Closed. I feel that DA:O has more because there is usually more than three dialogue options. I can pull up many examples of this. Apparently feeling this way makes me blinded by nostalgia or something. I love both DAO and DA2. All I want is more variety.
I think I have to agree that there's a barrier in how you're expressing your statement. "I feel that DA:O has more because there's usually more than three dialogue options."
Are you stating that DAO usually (note, this term denotes a majority of the time) has more than three dialogue options that couldn't be construed as investigates?
Because when you just say "they have more than 3 dialogue options" it's impossible to discern that you're not including the investigate options with them.
Modifié par Allan Schumacher, 27 novembre 2012 - 07:49 .
#3
Posté 27 novembre 2012 - 08:56
That's exactly what I'm saying.
How frequently would you say it occurs?
#4
Posté 27 novembre 2012 - 09:19
I tend to talk to a lot of highly experienced gamers, who are also intelligent people, often, face to face or online, and I've never heard anyone (except me) say, "Well, it was pretty much the same as/better than Origins."
I'd say it's not that uncommon of a perspective actually. There's just less need for people to come in and post about how much they prefer it when we've already said we're using it.
There are people in this thread that have straight up stated that it's the same as/better than Origins. At least with regards to the amount of player choice.
#5
Posté 29 novembre 2012 - 01:07
mickey111 wrote...
Where is that planescape: torment screen shot of the 20 something dialogue replies when I need it? How would a Biowheel fit all of those on it? Opinions might not be wrong, but they can be stupid. And that the whole investigate wheel design makes conversations feel unreal is kind of the truth and only the type of person who has been exposed to almost no human to human conversation ever would argue otherwise. Honestly, very few people in the real world would simply allow themselves to be asked constant questions. The DAO system was a lot more like a flowing coversation because it just comes out naturally and not everyone allows you to ask every single question unless it's an appropriate time and place like around the campfire.
The question "what can change the nature of man" is a very specific design choice that actually necessitates the number of dialogue choices available. The conversations with your other selves can easily be broken into segments as well.
As for whether or not a conversation feels realistic, neither DAO nor DA2 are particularly shining examples of this (which is fine, we don't aim to be). If you want a realistic looking conversation, try Alpha Protocol.
Lists as long as those offered in text games are cost prohibitive in
fully voiced games. You simply will not get PS:T screenshot numbers of
options as long as characters are voiced, regardless of the GUI
presenting those options.
Actually I am going to disagree with this. The circumstances surrounding Ravel's question is why so many dialogue choices were needed.
If we were to create a conversation point like that, we'd likely have little issue creating the voice work, as well as a custom one time GUI to facilitate the choice. Particularly since the conversation response is actually irrelevant (it doesn't branch the plot nor even the dialogue).
Modifié par Allan Schumacher, 29 novembre 2012 - 01:15 .
#6
Posté 29 novembre 2012 - 01:21
MisterJB wrote...
Well, to be fair, aren't most of those essencially "Investigate" options? Forgive my ignorance and possible blasphemy, I never played Planetscape: Torment .
It's also a situation that is only true if Planescape: Torment was the only RPG back then.
#7
Posté 30 novembre 2012 - 07:53
But isn't one of the goals behind using cinematic conversations and an overall cinematic presentation to have the conversation "feel" realistic?
No conversation in reality would ever result in someone repeatedly saying the same thing and the other person responding the exact same way. All of our games allow this, however.
You've grasped to something not relevant to what I was talking about. Alpha Protocol's conversations flow a lot more naturally (and I'm not talking about the timer. Even though I didn't mind it, I remember Luke having some very good points as to why the timer isn't necessary for appropriate flow). Though by Obsidian's own admission, they were mountains of work and much more prone to breaking.
Modifié par Allan Schumacher, 30 novembre 2012 - 08:00 .





Retour en haut






