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Will dragon age 3 use that stupid dialogue wheel?


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#326
Fisto The Sexbot

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Upsettingshorts wrote...

ticklefist wrote...

Someone in the media called the dialogue wheel "innovative." Bioware rolls around naked on a bed of media praise like you or I would roll around naked on a bed of money.


That's what innovative means.

It's a different way of doing something.

Whether you liked it or not is irrelevant.  


I just have to quote this. What exactly makes it innovative?

#327
BrookerT

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In Exile wrote...

Nighteye2 wrote...
Oh, but it is. The dialogue wheel presents you with short paraphrases - when you choose one, your PC does not literally say what you chose, but instead says several sentences that only partially match the paraphrase you as player chose.


That's the whole debate - does the entire content actually matter, with well-drafted paraphrases? I can use examples, if you'd like.

Worse, the PC may even perform actions, like punching the NPC after you've selected an agressive paraphrase,


That's a serious problem, but that has nothing to do with the paraphrase. You could have the full line and still not show that the PC will have an action, e.g.

Shut Up! [PC says shut up and punches the NPC]

With full-text, you at least know every word of the responses you select for your PC, as well as the actions to go with it. 


That's just false. There's no reason to conclude that the action would be included just because the full line is. They are independent.

A full-text line has room to indicate, between brackets or somesuch, that picking that dialogue option includes punching the NPC.


It doesn't. In DA:O, there was a character limit. Adding the [Punch] option actually shorts the dialogue avaiable.


Just wanted to say that in dragon age 2:

If your character was going to hurt someone physically though an agressive tone, it either displays a double crossed swords image instead of an angry face :devil: or it makes it *plainly* obvious through its wording. When Hawke interrogates the other lothering refugee, she say "beat some sense into him" for example, what other meaning could it realsitically have? :huh:

Modifié par BrookerT, 14 janvier 2013 - 10:26 .


#328
Nighteye2

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In Exile wrote...

Nighteye2 wrote...
Ideally, if the paraphrase is perfectly drafted, it shouldn't matter. In reality, though, that is seldom the case.


We can debate that, like I said. I don't believe the discrepancy is as big as you make it.


It may not always be big, but it's always there.

It does, because with the paraphrase you already need all the available character space for the paraphrase itself, with no room left to include actions.


That's not true - paraphrases vary a lot in length. And DA:O could just use more icons - the attack icon is quite clearly there when you have the option.They could do the same with a punch icon. Problem? Solved.

And you offer a solution that applies here equally: alter the wheel so that there is more space.


If the wheel included full text instead of paraphrases, I'd have no problems with the wheel - other than the inconvenience for those situations where you have many choices.

And just icons is not enough - you still have to guess at what exactly is meant by those icons, meaning you frequently get surprised by your own PC's actions.

The character limit is programmed, and as such can be changed.


DA:O's was hardwired so that it ran a single line, on a variety of resolutions. If you make this argument, then the same applies to the wheel: the programmers could just increase the number of characters.

And while they are independant, at least with full text you have enough characters available to include a description of the action (provided you programmed the character limit high enough)


That's, again, false. The same can be done with the wheel, in two ways: more characters to show the action or icons.


Yes, except that the size gets quite big if you combine the wheel with full-text options - which is one of the reasons why they went with paraphrases. They don't want the dialogue wheel to take up 2/3th of the screen.

#329
Nighteye2

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BrookerT wrote...
Just wanted to say that in dragon age 2:

If your character was going to hurt someone physically though an agressive tone, it either displays a double crossed swords image instead of an angry face :devil: or it makes it *plainly* obvious through its wording. When Hawke interrogates the other lothering refugee, she say "beat some sense into him" for example, what other meaning could it realsitically have? :huh:


The double crossed sword was most often used to initiate combat, ending the dialogue - not for punching while remaining in dialogue - that happened without the crossed swords.

And "beat some sense into him" is most often used figuratively - as a player you don't expect it to be taken literally by the game.

#330
esper

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Nighteye2 wrote...

BrookerT wrote...
Just wanted to say that in dragon age 2:

If your character was going to hurt someone physically though an agressive tone, it either displays a double crossed swords image instead of an angry face :devil: or it makes it *plainly* obvious through its wording. When Hawke interrogates the other lothering refugee, she say "beat some sense into him" for example, what other meaning could it realsitically have? :huh:


The double crossed sword was most often used to initiate combat, ending the dialogue - not for punching while remaining in dialogue - that happened without the crossed swords.

And "beat some sense into him" is most often used figuratively - as a player you don't expect it to be taken literally by the game.



Perhaps I have played to many games, but when a option says beat some sense into x, I always assumes that the pc will react violently.

#331
blademage1234

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It will use the accursed wheel ?
I thought they'd have gotten over that by now...
I like the good old days, games like SW KOTOR where you'd read through about five or six choices before choosing, and some of the choices were brilliant; I feel the wheel limits the gamers' sense of power that RPG gamers like myself play for, the more impact you feel you have on the characters and game world the better, if there are only three or four choices then your character will not feel as unique...but I suppose that's just my opinion.
I'm probably greedy, Star Wars Knights of the Old Republic is my favourite game, and I still love replaying it over and over again beacause it seems I always discover something new or forgotten.