Writers of Dragon Age
#1
Posté 06 janvier 2010 - 11:11
This is one of the best games I've ever played and I"ve been doing RPG's since back in the 80's.
#2
Posté 06 janvier 2010 - 11:13
Little touches like that, which are not really needed, is what l believe makes a game stand out from the crowd.
#3
Posté 06 janvier 2010 - 11:15
#4
Posté 06 janvier 2010 - 11:16
#5
Posté 06 janvier 2010 - 11:18
"Ahem."
"Can we go now?"
"Borrrrring."
"Are we going to stand here all day?"
Etc.
#6
Posté 06 janvier 2010 - 11:18
#7
Posté 06 janvier 2010 - 11:26
In the early days of PC games, Infocom used to dominate the text adventure games. They, in fact, had quite a few games that employed word recognition. However, such a system only works as long as the word choice is VERY limited. Given how complex dialogs have become, designers had to acknowledge that the number of word choices are far too many to be able to anticipate so they can program accordingly. Instead of pixel-hunting to find a critical item, you would get annoyed with all of the word-hunting to trigger the dialog choice you want (if it even exists).Ginasue wrote...
Sometimes I wish I could have a say in what is said. Instead of what you have a choice to say, that you had a way to say something yourself to the others. Yet we can't because so many people would say things that maybe just aren't right and it would mess up the game
Think of the dialogs as ordering from a menu in a restaurant: "You can have one selection from Column A; two from Column B; etc."
#8
Posté 06 janvier 2010 - 11:26
I thank you all writers for making me crack up so many times during my playthroughs, and pwetty pwease, give us some more party banter in the coming DLCs / expansion!!
#9
Posté 06 janvier 2010 - 11:29
I love how the games have come a long way.
#10
Posté 06 janvier 2010 - 11:31
#11
Posté 07 janvier 2010 - 12:00
In many occassions Morrigan in my party downright insults the NPC I'm trying to be nice to, it would be great if that had repercussions.
#12
Guest_Tassiaw_*
Posté 07 janvier 2010 - 12:03
Guest_Tassiaw_*
Ishbo wrote...
I really liked the party banter, but I wish it would affect the cutscenes slightly.
In many occassions Morrigan in my party downright insults the NPC I'm trying to be nice to, it would be great if that had repercussions.
Like Bann Teagan backhanding her in Redcliffe? Ah, that'd be great on so many levels.
#13
Guest_MrHimuraChan_*
Posté 07 janvier 2010 - 12:12
Guest_MrHimuraChan_*
Tassiaw wrote...
Ishbo wrote...
I really liked the party banter, but I wish it would affect the cutscenes slightly.
In many occassions Morrigan in my party downright insults the NPC I'm trying to be nice to, it would be great if that had repercussions.
Like Bann Teagan backhanding her in Redcliffe? Ah, that'd be great on so many levels.
Hmmmm... naughty thoughts about Morrigan getting... Teaganed.
#14
Posté 07 janvier 2010 - 12:13
#15
Posté 07 janvier 2010 - 12:18
#16
Guest_MrHimuraChan_*
Posté 07 janvier 2010 - 12:22
Guest_MrHimuraChan_*
Oh, and i simply can't left out the Leliana/Sten Party banter! (softieeeee)
Modifié par MrHimuraChan, 07 janvier 2010 - 12:24 .
#17
Posté 07 janvier 2010 - 12:24
#18
Posté 07 janvier 2010 - 12:26
#19
Guest_Maviarab_*
Posté 07 janvier 2010 - 12:31
Guest_Maviarab_*
#20
Posté 07 janvier 2010 - 12:37
DA:O is not only really immersive, it manages to be immersive and yet make you laugh like hell along the way. That is a genuine achievement in my book. Party banter and the fact that it evolves from previous conversations has some marvellous moments in achieving that, as do many of the camp discussions.
On a different forum, I mentioned that although I'm not by nature an emotional guy, DA:O hit me with a gentle watering of the eyes at some unexpected moments (damn that atmospheric music!) - a couple of times from the dialogue and/or results of actions and once just because of the poignant, melancholy of the tale of the first Ash Warrior - and it was the codex that did it, not the conversation.
At the end of it, I actually felt something close to companionship for my digital companions - they developed interactions not only with me, but with each other. Over the course of the campaign, we went from a bunch of misfits to close companions all bantering with each other, and points where I found myself waving goodbye to people were...well, quite sad in cases.
I'm now going to stop before I get people going "Softieee..." at me.
#21
Posté 07 janvier 2010 - 12:44
Also, when we're all in camp, why can't we have group discussions? What's the point of having us all in one place if we must still communicate one at a time? It feels completely unrealistic, and that's disappointing considering this is a BioWare game.
I think BioWare writers need to study the way people actually communicate when in a group, as they made dialogue feel unnatural in Dragon Age. I wanted every conversation, whether it's quest related or just a pithy exchange between companions, to involve everyone in the party.
Why make a party-based, dialogue-heavy game that completely neglects half of its party during dialogue sequences?
I also dislike how many of the player's dialogue "options" produce the same reaction, as if BioWare just threw an extra "red herring" just to give us the illusion of choice.
Besides that, I like the writing, even though it's tremendously derivative.
#22
Posté 07 janvier 2010 - 12:51
#23
Posté 07 janvier 2010 - 01:08
RavitalDaniel wrote...
Plausible Prejudice I don't think its a matter of the writers knowing about the way people communicate, I think its more of a technical issue then a writers choice when it comes to the number of characters you can interact with at a time. But I could be wrongwho knows maybe DA2 will have it.
You're right. I do enjoy the 2 person dialogue, but it feels awkward when there are 2 other people just twiddling their thumbs with no response or reaction. It's like the party banter was designed for having 2 companions, with no option for the main character to have an opinion. But the game itself gave us 3 companions and the main character is encouraged to voice an opinion and make choices. It feels like there is a contradiction in the development process with regards to party banter.
But you're right, in that it wasn't the writers' fault for the "linear" party and quest dialogue. It was most likely due to memory and budget limitations. Obviously professional writers are capable of creating 3 or 4 person dialogue sequences. There is a plethora of voice work. However, I'd have appreciated more party and player interaction over raw bulk.
Edit: (BioWare): I criticize because I enjoyed the random companion banter. I would like it to be improved, of course, as there are times when I was incredibly curious how the third party member would've reacted. I also think it would add an interesting element if the main character was able to comment at the end of the exchange, in an attempt to improve (or reduce) a companions' disposition toward you.
I have other nitpicks about dialogue. For example, if you bring the Shale to Ostagar, no one seems to bat an eyelash at the walking pillar standing behind me, even when they're describing how great the golems "were." I can have a golem in my party, and ask a dwarf NPC "What's a golem?" and he'll describe one instead of sternly bellowing, "Look behind you, ass. Don't patronize me 'cause I'm short." or something to that effect. For a culture that reveres golems as an ancient guardian, and thought it had lost them forever, they don't seem to care much about seeing one in the flesh, so to speak.
I'll end it there, as this thread is about party banter, not dialogue in general.
Modifié par Plausible Prejudice, 07 janvier 2010 - 01:39 .
#24
Posté 07 janvier 2010 - 03:16
Limiting the banter to 2 npc's means that the total number of permutations that you would need to provide banter for is:
7*6 = 42 permutations (including dog and shale)
If you exapanded banter to include 3 NPC's at a time then the number of permutations that you'd need to provide banter for is:
3 people = 7*6*5 = 210 permutations
Given that you likely already have 3 or 4 different banter conversations for each permutation in the 2-person situation that means you're looking at something like 42*4 = 168 cnversations currently. Expanding this to 3 NPC's and assuming the same number of conversations for each permutation, that would increase the total number of conversations you'd need to provide to something like 840. And the player wouldn't actually encounter any more conversations under this scenario, the only 'improvement' is that the third person is not silent.
That would be my guess, at least. I think it's likely just one of the tradeoffs that the devs made in order to get the game out the door in a reasonable timeframe and at a reasonable cost.
Which isn't to say they couldn't have thrown in some extra 3-way conversations, say to be implemented in the camp setting perhaps. But then they'd run the risk of not treating all the NPC's equally and upsetting some of the fans attached to the 'neglected' npc's. Lord knows I'd be grumpy if they focussed solely on Morrigan/Alistair/Zevren and didn't give Leliana equal or greater air-time.
In any case, I loved the NPC banter too. I would have liked more of it, naturally. Maybe they will consider adding more multi-npc conversations in the camp setting for the sequel (hoping and assuming there will be a sequel).
#25
Posté 07 janvier 2010 - 03:21





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