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Will dragon age 3 use that stupid dialogue wheel?


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#251
Fast Jimmy

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Cstaf wrote...

It's been many years since i've played BG2, which the enhanced edition will remedy when it comes out, but if i remember correctly the 17 choices at once is during the riddle in Spellhold maze. I might be wrong though.


Ah, I apologize.

I was able to find a screenshot of it... but unfortunately, it is tied to another rather inflammatory image...

Posted Image

#252
SparksMKII

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WazzuMan wrote...

My honest response is if I can navigate the dialogue this and future games without as many headaches as I got with the system in DAO and DAA, then I'm happy. Seriously, in Awakening I cannot talk to Oghren, every time I tried I think I ended up insulting him in some form.


It's because you're not on the same page as him, you need to be drunk yourself before you can talk in a way Oghren would endorse.

#253
zyntifox

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Fast Jimmy wrote...

Cstaf wrote...

It's been many years since i've played BG2, which the enhanced edition will remedy when it comes out, but if i remember correctly the 17 choices at once is during the riddle in Spellhold maze. I might be wrong though.


Ah, I apologize.

I was able to find a screenshot of it... but unfortunately, it is tied to another rather inflammatory image...

Posted Image


Hmm, well that is not BG2. What game is that? I cannot recognize it.

#254
Herr Uhl

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Cstaf wrote...


Hmm, well that is not BG2. What game is that? I cannot recognize it.


Planescape Torment.

#255
zyntifox

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Herr Uhl wrote...

Cstaf wrote...


Hmm, well that is not BG2. What game is that? I cannot recognize it.


Planescape Torment.


Ah, or as i call it - "the one that got away". Never did get by and played it; yet still heard it is one of the best RPGs ever made. You know if it is available for MAC?

#256
AlanC9

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Yeah, but even Torment only did that many choices two or three times. That picture shouldn't be taken seriously.

If anything, the IE games averaged substantially fewer choices than DA:O. I'm not sure they averaged any more than DA2. 

Modifié par AlanC9, 10 janvier 2013 - 10:13 .


#257
Herr Uhl

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Cstaf wrote...

Herr Uhl wrote...

Planescape Torment.


Ah, or as i call it - "the one that got away". Never did get by and played it; yet still heard it is one of the best RPGs ever made. You know if it is available for MAC?


Not officially, but there is a mod.

#258
The Spirit of Dance

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Honestly, I don't care one way or the other if they use the dialogue wheel or numbered dialogue choices.

Modifié par supremebloodwolf, 10 janvier 2013 - 10:21 .


#259
Nighteye2

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Ash Wind wrote...

Unfortunately


This. Despite about half the community hating it.

#260
SpunkyMonkey

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Good posts cstaf & redbelle


xsdob wrote...

Bioware should abandon it's new system of dialogue that offers more options than traditional tree dialogue lines with no real downsides and instead do something revolutionary and different from everyone else, like going back to the old system that everyone else uses.

RPG logic, I don't get you.


"No real downsides" is something that simply isn't true.

Even if you are not convinced by any of the arguements in any of the numerous threads that appear on the subject, the very fact that there are so many debates relating to it suggest that many see downsides with it.

You may dispute the validity of the downsides, but disgregard them so easily is out of touch with a large number of players on here.

#261
Ross42899

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Hopefully DA3 will use the dialogue wheel. I really like this system.

The only thing DA3 does NOT need is auto dialogue.

#262
Redbelle

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Ross42899 wrote...

Hopefully DA3 will use the dialogue wheel. I really like this system.

The only thing DA3 does NOT need is auto dialogue.


+1

Though Dialogue wheel vs Dialogue Tree I'm torn between what I'd like to see and what I expect BW will do.

But what the hey. Gotta wait for it to come out before I pass judgement's so let's hope they crack out a corker :)

And maybe bring back Morrigan and her God Child...... That plot line may have been an attempt to turn an npc into background lore, but seeing as the Warden had a hand in the GC's creation I think the parent should have a say in the GC's upbringing...... especially if Morrigan hasn't been firm handed enough to tell GC not to burn villages to the ground and stepping on people is just wrong.

Modifié par Redbelle, 10 janvier 2013 - 11:27 .


#263
xsdob

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SpunkyMonkey wrote...

Good posts cstaf & redbelle


xsdob wrote...

Bioware should abandon it's new system of dialogue that offers more options than traditional tree dialogue lines with no real downsides and instead do something revolutionary and different from everyone else, like going back to the old system that everyone else uses.

RPG logic, I don't get you.


"No real downsides" is something that simply isn't true.

Even if you are not convinced by any of the arguements in any of the numerous threads that appear on the subject, the very fact that there are so many debates relating to it suggest that many see downsides with it.

You may dispute the validity of the downsides, but disgregard them so easily is out of touch with a large number of players on here.


Many people also debate that pepsi has downsides to coke, and vice versa. Does that mean the pepsi cola wars are legitimate? How should I know? It's all just cola to me.

Than again, I don't really see abbreviations as a bad thing since they allow for more dialouge to be in the game, what with the dialouge budgets that all games have in them.

A lot of the arguments I've seen about how bad the dialouge wheel is seem to just say it's bad due to abbreviations, but I don't really see how that's a bad thing in all honesty. Deus ex tried to do a middle ground, and while some feel it did a good job, I feel that having the full dialouges, espically in a voiced game, don't work. The reason being that there is a lot of dialouge said in games, and having the entire thing written out is a lot to read through. This was a very big problem in deus ex where the dialouge choices were timed, but even if they weren't, such a systems could cause the game to kinda come to a screeching halt. What I mean by that is that it would take much longer to read through all the dialouge on certain choices, and thus would result in long, awkward breakes in between scenes and make the flow of the story hampered.

That is just my opinion on it though, and one that apparently isn't very good according to the forums. I just don't see a real benefit to switching back to  the dialouge tree system.

Modifié par xsdob, 10 janvier 2013 - 11:53 .


#264
WheatleyHQ

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I didn't find the dialogue wheel to be stupid... I would like that better than what the other Dragon Age games had, tbh.

#265
Guest_Lathrim_*

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Considering the PC will inevitably be voiced, I actually prefer the dialogue wheel. Auto dialogue, however, is a different thing entirely. One I do not enjoy in the least.

#266
Xewaka

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xsdob wrote...
Than again, I don't really see abbreviations as a bad thing since they allow for more dialouge to be in the game, what with the dialouge budgets that all games have in them.

False. The amount of dialogue available depends on the amount of lines to be recorded. The cost of displaying some extra words on screen is negligible compared to the cost of a voice actor.

xsdob wrote...
A lot of the arguments I've seen about how bad the dialouge wheel is seem to just say it's bad due to abbreviations, but I don't really see how that's a bad thing in all honesty.

To put it simply: because then you don't know what your character will say. You might have a general idea of the gist of what can maybe come out of your character's mouth, but by the time you know what your character will say it's too late. Some people want to make their dialogue choice knowing what their character will say. Being surprised by your own character is extremely annoying and can break the experience.

xsdob wrote...
Deus ex tried to do a middle ground, and while some feel it did a good job, I feel that having the full dialouges, espically in a voiced game, don't work.

Some people have exprerssed this same opinion, mainly due to subvocalization issues.

xsdob wrote...
The reason being that there is a lot of dialouge said in games, and having the entire thing written out is a lot to read through.

It's about two to four lines per choice, for a total of at most sixteen lines. Your post already contained more than that.The only way I can see DXHR lines as "too much to read" is if the player is effectively a functional iliterate that requires more than a minute per line.

xsdob wrote...
This was a very big problem in deus ex where the dialouge choices were timed, but even if they weren't, such a systems could cause the game to kinda come to a screeching halt. What I mean by that is that it would take much longer to read through all the dialouge on certain choices, and thus would result in long, awkward breakes in between scenes and make the flow of the story hampered.

The dialogues are not timed. The characters interrupting while you're reviewing your options with a phrase to the effect of "cat got your tongue" is a nod to the fact that it would feel awkward to pause that long outside the environment of the game. And even then, it is only long and awkward if you take several minutes to review each option. Most people can read subtitles faster than the voice actor can deliver the line, "taking a long time to read" is not a valid argument. It should take, at most, 20 seconds to review all options.

xsdob wrote...
That is just my opinion on it though, and one that apparently isn't very good according to the forums. I just don't see a real benefit to switching back to  the dialouge tree system.

You're combining several arguments here, but since most people do, I can hardly blame you. Most of the people who argue agaisnt the wheel care less for the actual graphic display than for the fact that with paraphrasing you simply don't know what your character will say, and that is unacceptable.

(by the way, "dialogue" and "dialog" are the correct spellings, you're suffering from a bit of "rogue/rouge" issues there. Reading more often might help correct that).

Modifié par Xewaka, 11 janvier 2013 - 09:18 .


#267
SpunkyMonkey

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xsdob wrote...

SpunkyMonkey wrote...

Good posts cstaf & redbelle


xsdob wrote...

Bioware should abandon it's new system of dialogue that offers more options than traditional tree dialogue lines with no real downsides and instead do something revolutionary and different from everyone else, like going back to the old system that everyone else uses.

RPG logic, I don't get you.


"No real downsides" is something that simply isn't true.

Even if you are not convinced by any of the arguements in any of the numerous threads that appear on the subject, the very fact that there are so many debates relating to it suggest that many see downsides with it.

You may dispute the validity of the downsides, but disgregard them so easily is out of touch with a large number of players on here.


Many people also debate that pepsi has downsides to coke, and vice versa. Does that mean the pepsi cola wars are legitimate? How should I know? It's all just cola to me.

Than again, I don't really see abbreviations as a bad thing since they allow for more dialouge to be in the game, what with the dialouge budgets that all games have in them.

A lot of the arguments I've seen about how bad the dialouge wheel is seem to just say it's bad due to abbreviations, but I don't really see how that's a bad thing in all honesty. Deus ex tried to do a middle ground, and while some feel it did a good job, I feel that having the full dialouges, espically in a voiced game, don't work. The reason being that there is a lot of dialouge said in games, and having the entire thing written out is a lot to read through. This was a very big problem in deus ex where the dialouge choices were timed, but even if they weren't, such a systems could cause the game to kinda come to a screeching halt. What I mean by that is that it would take much longer to read through all the dialouge on certain choices, and thus would result in long, awkward breakes in between scenes and make the flow of the story hampered.

That is just my opinion on it though, and one that apparently isn't very good according to the forums. I just don't see a real benefit to switching back to  the dialouge tree system.


And by all means chap we're all entitled to an opinion, it's just disregarding that other people aren't happy with the system blatently ignores thousands upon thousands of posts on the matter.

You may not agree with their gripes, but the fact of the matter is those gripes still exist.

Modifié par SpunkyMonkey, 11 janvier 2013 - 11:16 .


#268
In Exile

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Icesong wrote...

Or you don't apologize, you don't have a conversation, and no one cares for long.

This is well-known from everyday life.


Or you do, and you do care. This is also well-known from everyday life. It's almost like people react differently. But that would be absurd! Obviously social interactions only work one way.

If I decide a character of mine was misunderstood once it's not as if
I've doomed them to being misunderstood forever.


You've doomed them to being misunderstood in that situation. And if I don't want to do that? That's the problem with the gameplay system.

And if they were
misunderstood it was most likely by an NPC I'll never have a
conversation with again.


You'll never have a conversation with Morrigain or Alistair after Flemeth's hut? 

Xewaka wrote...
Until you're able to do this as well (takeback
and explanation) with a dialogue wheel pick, using it to dismiss the
flexibility of non-explicit tone it is not a valid counter-argument.


It's the opposite point I'm making: since I'm not able to correct for misunderstandings, the non-explicit tone forces me to reload constantly to understand what the intention of the dialogue is. I don't see how my being forced to reload interactions is somehow less onerous a burden that your being force to reload interactions.

So say it's flexible - I say it's ambiguos and hampers my ability to RP. Rather than use value-laden terms, maybe we should just talk about the features?

SpunkyMonkey wrote...
As Xewaka so finely points out it's
implementation is not of the level yet which allows us to converse as we
would in real life. therefore the best we can hope for currently is a
system which reflects real life, but is practical enough to be
implemented in a game.


I don't see why your view of what "reflects real life" has any more weight behind it than my view of "what reflects real life".

The dialogue tree and non-voiced protagonist system allows the player
freedom of imagination to compenstate for any "gaps" in conversation
(examples which I've outlined in previous posts)


Why should your preference for writing fan-fiction be determinative? You say it "allows the player freedom". I say it forces the player to either invent content or to reload.

By trying to fill these "gaps" by labeling and bracketing them it just
kills that freedom, can cause conflicting messages and creates an issue.


If Bioware sent you a pen and paper instead of a game, you would have a lot more "freedom", but that doesn't have any value. Using a loaded word like "freedom" just colours the point you're try to make.

Also, In general I believe RPG's much like fantasy novels should, IMO,
allow the participant freedom to manouver mentaly and create a bit of
the experience themselves.


I don't think novels allow people to invent how lines are being said. In fact, fantasy novels have very specific things like "Joe said such and such angrily".

Like you both say, I was just saying one of the reasons why I play and what I enjoy about RPGs


The reason being that you don't just want to "kill things", right? Because that's the only way it could be - either there's no tone indicator, or the game is just about killing things?

That's the part I'm taking issue with. Do you think DA2 is designed for gamers who "just wanted to kill things" because it has PC VO and the tone indicators?

Cstaf wrote...
Stop being such a drama queen. He is stating his opinion of what the point of an RPG is, he is not claiming it to be the universal truth for everyone.


When he says:  "Which to me is the whole point of an RPG - if I just wanted to kill things I'd buy a COD."

That's where I take an issue. I don't mind if he wants to say that the point of RPGs to him is to RP in whatever way he wants. But when you start saying that the only alternative to his views about RPGs is killing things, that's categorical language, which is just another way to talk down about other's preferences.

Modifié par In Exile, 11 janvier 2013 - 04:32 .


#269
In Exile

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Xewaka wrote...
To put it simply: because then you don't know what your character will say. You might have a general idea of the gist of what can maybe come out of your character's mouth


That's wrong. To you, knowing the gist is not enough for you to fee as if you know what the character will say. But that is in itself part of our debate - whether knowing "the gist" is good enough, and (secondly, and impliedly) whether Bioware does a good job of giving us the gist.

It's possible to agree that the gist is good enough and Bioware's paraphrases are bad.

#270
AlanC9

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I guess my question is why isn't it enough to know the gist? If I know enough about the choices so I'm choosing the same option I'd choose if I did know the exact lines, I don't see how knowing the exact line would be helpful to me. I can't think of  more than a couple of cases in the whole ME trilogy where the paraphrase was bad enough that my character said the wrong thing, and one of those was because of me not understanding how Bio thought P/R applied to the situation.

I don't remember the specifics of the second case; the only thing that stuck in my mind was that I should remember that the system did fail once, since I was going to be in a thread like this again.

Modifié par AlanC9, 11 janvier 2013 - 05:26 .


#271
Xewaka

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In Exile wrote...
That's wrong. To you, knowing the gist is not enough for you to feel as if you know what the character will say. But that is in itself part of our debate - whether knowing "the gist" is good enough, and (secondly, and impliedly) whether Bioware does a good job of giving us the gist.
It's possible to agree that the gist is good enough and Bioware's paraphrasesare bad.

I don't think you can deny that "the gist of the line" and "the line" are not the same thing. With "what the character
will say" I refer specifically to the entire line. I can respect that the gist is enough for you. And I think we both agree in tha tthe headscratching limitation of never repeating the words in the full line in the paraphrase didn't help in the clarity department.

Modifié par Xewaka, 11 janvier 2013 - 06:05 .


#272
Xewaka

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AlanC9 wrote...
I guess my question is why isn't it enough to know the gist? If I know enough about the choices so I'm choosing the same option I'd choose if I did know the exact lines, I don't see how knowing the exact line would be helpful to me. I can't think of  more than a couple of cases in the whole ME trilogy where the paraphrase was bad enough that my character said the wrong thing, and one of those was because of me not understanding how Bio thought P/R applied to the situation.

I don't remember the specifics of the second case; the only thing that stuck in my mind was that I should remember that the system did fail once, since I was going to be in a thread like this again.

The devil is in the details.
The example I like to bring up to illustrate why it is important to know the full line as opposed to the gist of the line is what I like to call "The Horizon challenge". Assume that you're playing a Shepard that, for whatever reason, tries to keep his affiliation with Cerberus hidden from the Virmire survivor. Now, based exclusively on the paraphrasing, try to navigate the conversation without bringing Cerberus up. Short of trial and error, there's no way to know which lines will bring it up and which won't. Situations such as this one is why the gist isn't enough.

#273
In Exile

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Xewaka wrote...
I don't think you can deny that "the gist of the line" and "the line" are not the same thing.


I'm not. That's obviously true. But that doesn't mean that you need "the line" to get what the line means.

With "what the character will say" I refer specifically to the entire line.


I know. But what I'm trying to say is that this is an issue that's not closed. Some of us will argue that this isn't true - we don't need to know the exact line to know what the character wil say.

I can respect that the gist is enough for you. And I think we both agree in tha tthe headscratching limitation of never repeating the words in the full line in the paraphrase didn't help in the clarity department.


Totally. I wasn't trying to argue - just to point out that there's a bit of nuance. And we're 100% on board with the way the paraphrase was done in this regard, and in general that DA2's paraphrase neds more work.

#274
In Exile

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Xewaka wrote... Now, based exclusively on the paraphrasing, try to navigate the conversation without bringing Cerberus up. Short of trial and error, there's no way to know which lines will bring it up and which won't. Situations such as this one is why the gist isn't enough.


No - these situations show that the paraphrasing used was bad. We could have the gist of it - but the conversations that include Cerberus have to include information about disclosing it.

The thing is, Bioware didn't want Shepard to hide that information. It's like how DA:O forces you to declare yourself to be a GW in certain parts, and your party still assumes you're a GW even if you tell them you're not.

#275
Xewaka

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In Exile wrote...
No - these situations show that the paraphrasing used was bad. We could have the gist of it - but the conversations that include Cerberus have to include information about disclosing it.
The thing is, Bioware didn't want Shepard to hide that information. It's like how DA:O forces you to declare yourself to be a GW in certain parts, and your party still assumes you're a GW even if you tell them you're not.

The thing is, you actually can hide that information (the VS brings it up instead). And you're still getting the gist of the conversation with the paraphrases (As the focus of Shepard lines is not his affiliation with Cerberus). That's why detail is important. Because otherwise, you might not even know that the option exists, and it does.
It is one thing to not be given the option to have the character express certain things. It is another entirely different thing to have the character volunteer information you didn't want him to (when the option to not do it exists) simply because "the gist of it" didn't include that bit - the casual way in which Shepard drops it is meant to imply that it's not important for the argument he's making at the point.

Modifié par Xewaka, 11 janvier 2013 - 06:25 .