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Can we have the protagonist say the words on dialogue wheel for once?


19 réponses à ce sujet

#1
Nyxia

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It's a small thing, but has been bugging me since Mass effect how the words on the dialogue wheel and what the character actually say are different.
I know the dialogue wheel limits the word count, but most of the time the difference between worded dialogue and voiced dialogue is huge. :blush:

#2
Guest_Lathrim_*

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Nyxia wrote...
I know the dialogue wheel limits the word count, but most of the time the difference between worded dialogue and voiced dialogue is huge. :blush:


That is not the only reason why BioWare paraphrases what the protagonist says in the dialogue wheel. I believe many of us, including myself,  would not like to read something only to hear the exact same words come out of the PC's mouth. It's awkward IMO.

What BioWare can and is probably willing to do, is to attempt to paraphrase sentences better, in a more clear way. But stopping it entirely is out for the count, I think.

#3
Silcron

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I agree wiht Lathrim. I think they got it better in SWTOR or DA2, maybe they should ask for help from those teams to do the paraphrasing.

#4
Weskerr

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Lathrim wrote...

Nyxia wrote...
I know the dialogue wheel limits the word count, but most of the time the difference between worded dialogue and voiced dialogue is huge. :blush:


That is not the only reason why BioWare paraphrases what the protagonist says in the dialogue wheel. I believe many of us, including myself,  would not like to read something only to hear the exact same words come out of the PC's mouth. It's awkward IMO.


The Witcher 1 did this and let me tell you, it gets irritating fast.

#5
Guest_Lathrim_*

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Weskerr wrote...

Lathrim wrote...

Nyxia wrote...
I know the dialogue wheel limits the word count, but most of the time the difference between worded dialogue and voiced dialogue is huge. :blush:


That is not the only reason why BioWare paraphrases what the protagonist says in the dialogue wheel. I believe many of us, including myself,  would not like to read something only to hear the exact same words come out of the PC's mouth. It's awkward IMO.


The Witcher 1 did this and let me tell you, it gets irritating fast.


Indeed.

Modifié par Lathrim, 11 décembre 2012 - 02:35 .


#6
Welsh Inferno

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@OP

Sadly they are keeping to the paraphrasing. They've aknowledged that they didn't do it well enough in DA2 though. So hopefully it wont be as bad. 

Lathrim wrote...

That is not the only reason why BioWare paraphrases what the protagonist says in the dialogue wheel. I believe many of us, including myself,  would not like to read something only to hear the exact same words come out of the PC's mouth. It's awkward IMO.

What BioWare can and is probably willing to do, is to attempt to paraphrase sentences better, in a more clear way. But stopping it entirely is out for the count, I think.


I much prefer to know what my character is actually going to say. Not a guessing game. Played the Walking Dead game recently, knowing exactly what Lee was going to say when I picked an option was really refreshing.

#7
Guest_krul2k_*

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sometimes its funny tbh an i /facepalm myself in RL going "my character just never said that " DID THEY lol

#8
Sith Grey Warden

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What about a Deus Ex: Human Revolution approach? The phrase given on the wheel was used in the response, and it gave a good sense of what the overall response was.

#9
Guest_Lathrim_*

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Welsh Inferno wrote...

Lathrim wrote...

That is not the only reason why BioWare paraphrases what the protagonist says in the dialogue wheel. I believe many of us, including myself,  would not like to read something only to hear the exact same words come out of the PC's mouth. It's awkward IMO.

What BioWare can and is probably willing to do, is to attempt to paraphrase sentences better, in a more clear way. But stopping it entirely is out for the count, I think.


I much prefer to know what my character is actually going to say. Not a guessing game. Played the Walking Dead game recently, knowing exactly what Lee was going to say when I picked an option was really refreshing.


I disagree, but fair enough.

Sith Grey Warden wrote...

What about a Deus Ex: Human Revolution approach? The phrase given on the wheel was used in the response, and it gave a good sense of what the overall response was.


I've yet to play Deus Ex, but I think I'd like that.

#10
Welsh Inferno

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Sith Grey Warden wrote...

What about a Deus Ex: Human Revolution approach? The phrase given on the wheel was used in the response, and it gave a good sense of what the overall response was.


Tis' a good way of doing it. But if i remember right Gaider said they wont be doing that.

#11
Medhia Nox

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I'd rather they didn't even put any text as speech. Just "Intent" and then have the character say whatever they want. At least I would have the proper expectations.

My text thought - "I don't want this to happen." - Actual Dialogue: "But Marcus, you can't do this - it's unconscionable!"

Thought - "I'm totally okay with this." - Dialogue "You're right Marcus, it's now or never!"

Thought - "I need to think this through." - Dialgoue "You make some good points Marcus, but something's missing."

Modifié par Medhia Nox, 11 décembre 2012 - 02:50 .


#12
nightscrawl

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Silcron wrote...

I agree wiht Lathrim. I think they got it better in SWTOR or DA2, maybe they should ask for help from those teams to do the paraphrasing.

It wasn't that they sucked at writing paraphrases. The problem was that they hindered themselves by setting arbitrary rules for the writing of paraphrases. So if in DA3 they are less stringent about such rules, the paraphrases will be much better.

David Gaider wrote...

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.


Modifié par nightscrawl, 11 décembre 2012 - 03:12 .


#13
Plaintiff

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I really don't care either way, but I think it would be terrible if all of the PC's dialogue was only a few words long.

I think people greatly over-exaggerate the issue. The differences between what is written and what is spoken are minor, They convey the same meaning, which is all that really matters.

#14
hexaligned

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Eh, functionally I think it worked fine. I have issues with the wheel in general, but those are just for reasons of aesthetics. Honestly they could probably just get rid of the paraphrasing all together, and just leave the 3 intent icons, it amounts to the same thing.

#15
AppealToReason

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How is it a guessing game? The wheel says "Thats a bad idea" and the Hawke or Shepard say "Well that doesn't sound like a good idea" or wheel: "Are you guy?" and dialogue is: "You wouldn't happen to be guy would you?"

Is this really what people like to complain about?

#16
Tootles FTW

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I can't remember which game it was I played that used the paraphrase system, but when you held the cursor or directional stick over the option (without selecting it) for a period of time the FULL line to be spoken appeared at the bottom of the screen.

That way, people who don't care to read the entire statement can just make their choice and move on with the dialogue, while others can pause over an option for 3 seconds and read the entire thing beforehand.

#17
BubbleDncr

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I've never understood why there's a need to expand upon the paraphrase all the time. I mean, sometimes the paraphrase is a short, simple response that seems to perfectly suit the situation. And example off the top of my head being at the opening of Act 1, right before Varric shows up, one of the aggressive options when talking to Carver is "shut up." But if you choose that, I believe Hawke says something slightly longer, when I would have preferred her to just say "shut up."

#18
In Exile

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AppealToReason wrote...

How is it a guessing game? The wheel says "Thats a bad idea" and the Hawke or Shepard say "Well that doesn't sound like a good idea" or wheel: "Are you guy?" and dialogue is: "You wouldn't happen to be guy would you?"

Is this really what people like to complain about?


The actual answer would be that, e.g. for your first example, "not a good idea" and a "bad idea" are logically non-overlaping sets (I'm not kidding), so a person might be annoyed because they weren't implying it's a bad enough idea with the paraphrase. 

To some people, things like that matter. I think the gist is the same, so don't care. But this is a problem. Same thing with the more imperative tone re: the paraphrase in the 2nd example.

#19
Fredward

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Man these threads are like cockroaches man.

Zombie cockroaches.

#20
David Gaider

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Nyxia wrote...
It's a small thing, but has been bugging me since Mass effect how the words on the dialogue wheel and what the character actually say are different.
I know the dialogue wheel limits the word count, but most of the time the difference between worded dialogue and voiced dialogue is huge. :blush:


The presentation of the dialogue wheel, in terms of how many characters fit on a line, is part of the issue but far from the entire reason we use the wheel as we do. The primary reason is because the player character is voiced.

A fuller explanation can be found on previous threads on the matter, and I'd suggest looking them up. To head off people feeling compelled to come into this thread and re-iterate their arguments (just in case anyone missed them the first dozen times), I'm closing this off pending any current information on DA3 for people to comment on.