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My Dialogue Wheel Idea is Stupid... :P


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34 réponses à ce sujet

#1
StElmo

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Okay, you all win, its a dumb idea :)

The problem with the dialogue wheel is that it limits your options for each beat in a conversation. The investigation options take up one half and the "move forward" take up the other half.

Here is a mockup of an iterative idea on the dialogue wheel I had:

Left and Right stick have their own wheels and you use the LR trigger buttons to confirm a selection.

Posted Image

Heck, you could even go more complex and have the left stick determine the "tone" of the response and the right stick represent the "content" of the response.

LS Subtext RS Text - just an idea.

Also all of these ideas are free to use by BioWare - no restrictions at all.

--

Ok so my idea sucks, anyone else got suggestions?

Modifié par StElmo, 03 décembre 2012 - 04:22 .


#2
TheJediSaint

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And how is a mouse and keyboard user supposed to use that?

#3
Wifflebottom

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No, that would overcomplicate the dialogue system

#4
Pseudo the Mustachioed

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(one of) The point(s) of the dialogue wheel is to condense and improve presentation...

Modifié par Pseudocognition, 03 décembre 2012 - 01:21 .


#5
StElmo

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TheJediSaint wrote...

And how is a mouse and keyboard user supposed to use that?


classic list?

#6
Maria Caliban

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That looks ugly and takes up a ton of space.

#7
LPPrince

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That is ugly, takes up way too much space, and that many options isn't necessary.

#8
Guest_Catch This Fade_*

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What da homie LPPrince said tbh.

#9
TheJediSaint

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StElmo wrote...

TheJediSaint wrote...

And how is a mouse and keyboard user supposed to use that?


classic list?


Or...We can stick with the single dialgoue wheel that has just as many options and the classic list and has the added benifit of  working well on both PC and consoles.

Modifié par TheJediSaint, 03 décembre 2012 - 01:44 .


#10
xsdob

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Or, you could just have an option on the wheel labled "More options" or maybe "Choices" or perhaps "Investiage" in which you can have even more options, and in that option screen, have another similar tab that has even more options in it.

You know, like how DA2 did or, or how in ME3 you had this when you were talking to your squadmates on earth using the holodisplay.

#11
MichaelStuart

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I like this idea.
Would really speed up dialog

#12
axl99

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It doesn't feel very comfortable for a player to do for every conversation, and it's a complete UI nightmare to fit dialogue on not just one but TWO dialogue wheels.

#13
hoorayforicecream

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You'll run into severe spacing issues if you ever put in more than the word "Dialogue". Try putting in actual sample phrases and you'll see the problems with trying something like this, let alone trying to localize for different languages.

#14
spirosz

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For some reason, I thought the title was related to Speed Stick.

#15
David7204

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Gee, six times the amount of voice recording and at least several times the amount of dialogue writing. That wouldn't cause any suicide-inducing headaches for anyone.

Modifié par David7204, 03 décembre 2012 - 02:36 .


#16
StElmo

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TheJediSaint wrote...

StElmo wrote...

TheJediSaint wrote...

And how is a mouse and keyboard user supposed to use that?


classic list?


Or...We can stick with the single dialgoue wheel that has just as many options and the classic list and has the added benifit of  working well on both PC and consoles.


would that work?

#17
xsdob

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Why not just put it into a single wheel?

#18
Ghost

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LPPrince wrote...

That is ugly, takes up way too much space, and that many options isn't necessary.



#19
Doctoglethorpe

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Investigate takes up 1/6th of the wheel.  It creates a whole new wheel when selected...

What your really have are a possibility of up to 5 or 6 "forward" selections, with a possibility for up to 5 investigative options just in the seperate investigate wheel, and the chance for more depending on how many forward options exist in the main wheel.  In the end you have the possibility of achieving 10 options in a single instance. 

Show me a single instance in DAO where we had that many dialog choices at once. 

It is simply false that the dialog wheel has restricted the number of choices we have.  If anything we often had more.  In many cases in DAO, there was only one or maybe two "forward" selections, especially at the end of conversations, the rest all being investigative.  It rarely exceeded that.  Now (unless they go ME3's rout which I pray they don't) we are guaranteed a minimum of 3 forward selections in most cases with it only rarely being less. 

Modifié par Doctor Moustache, 03 décembre 2012 - 02:45 .


#20
TheJediSaint

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StElmo wrote...

TheJediSaint wrote...

StElmo wrote...

TheJediSaint wrote...

And how is a mouse and keyboard user supposed to use that?


classic list?


Or...We can stick with the single dialgoue wheel that has just as many options and the classic list and has the added benifit of  working well on both PC and consoles.


would that work?


I just described the system that's already in place.

Modifié par TheJediSaint, 03 décembre 2012 - 02:48 .


#21
Solmanian

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I don't there will be an issue to put more than 6 options on a wheel... But even in DA:O you rarely had 6 or more options in any given conversion. All the time you had 6-9 options, the majority of those were of the "investigate" variety, and usually ended up with 2 (do or not do) or 3 (yes, no and a compromise). You realy think it's even possible to have a plot-heavy RPG that has a six-way branching every hour?

The more options you have, the more their effect on the story is diluted. Alot of people like mentioning the witcher 2, so: remember when the plot branches in the second act when you choose to follow the rebel elf or the late king's captain of the guard? OK, even with the branch out, most of the quests were identical, with only the order in which you them changes. Now imagine that instead of 2 branches, you had 8... the developers will either be forced to make atleast twice or thrice the content, or simply marginilize your choices. You see it all the time in the elder scrolls, in the long run 99% of your choices just don't matter.

#22
DarkSpiral

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TheJediSaint wrote...

I just described the system that's already in place.


He really did, too.

I'm uncertain why making the dialogue choice more complicted is an improvement?  Or why the dialogue wheel is somehow inferior to a huge list of choices?  If we went BACK to the list, and still had the number of dialoge options DA presents us, we'd need to scroll down to see all the options in ever single break in the conversation.

#23
Fast Jimmy

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Bioware (or, more specifically, EA) didn't spend tens (if not possibly hundreds) of thousands of dollars setting up patent rights and designs for a dialogue list. They DID do that for their dialogue wheel design. To make it worth their money, they are likely going to put it in every Bioware game they can get their hands on, if not more games further down the road.

Link here.

It shouldn't be surprising that we saw the dialogue wheel in DA. What IS surprising is that EA has not used this mechanic for every speaking portion of every game they have released since 2010. It may just be a matter of time. Also, this may be why we see resistance to requests of seeing more detailed descriptions, a la DE:HR, since that may either A) not fall under the existing patent and/or B) fall under the purview of another's company's patent.

Its (at least partially) a financial and legal decision, so arguing strictly gameplay mechanics won't be enough to convince anyone to change it.

Modifié par Fast Jimmy, 03 décembre 2012 - 03:15 .


#24
xsdob

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TheJediSaint wrote...

StElmo wrote...

TheJediSaint wrote...

StElmo wrote...

TheJediSaint wrote...

And how is a mouse and keyboard user supposed to use that?


classic list?


Or...We can stick with the single dialgoue wheel that has just as many options and the classic list and has the added benifit of  working well on both PC and consoles.


would that work?


I just described the system that's already in place.


Wow, just wow. The entire argument completly dismantled.

#25
StElmo

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TheJediSaint wrote...

StElmo wrote...

TheJediSaint wrote...

StElmo wrote...

TheJediSaint wrote...

And how is a mouse and keyboard user supposed to use that?


classic list?


Or...We can stick with the single dialgoue wheel that has just as many options and the classic list and has the added benifit of  working well on both PC and consoles.


would that work?


I just described the system that's already in place.


3 options doesn't work though. need more options. It was sarcasm.