Aller au contenu

Photo

Will dragon age 3 use that stupid dialogue wheel?


  • Veuillez vous connecter pour répondre
330 réponses à ce sujet

#151
In Exile

In Exile
  • Members
  • 28 738 messages

Weskerr wrote...
What I am saying is that the dialogue wheel, in its structure and use of symbols to convey the tone of a dialogue choice before it's even selected, has created a dialogue system in which the player can make dialogue choices without having to consider questions like "how will the PC deliver this line?," "What is the PC actually saying?," "How will the NPC react?," and so on. In games like DA:O or The Witcher 2 in which there is no dialogue wheel, the player must ask himself these questions.


You're completely wrong. First of all, TW2 has a paraphrase system. But let's ignore that. 

Question#1 (How will the PC delivery a line) is a stupid question, and the game shouldn't have you asking it. It's like saying that the paraphrase, leading the player to ask "What the hell will this line actually my character say?" is a good feature, somehow, instead of a problem with the implementation. 

Not to mention that, as Waka pointed out (and I just did), Q#2 continues to be a problem with the paraphrase. 

And Q#3 continues to be an issue here. Since there are lots of scenes where your choice of tone doesn't have the same effect on characters, for example, Hawke joking during "The Way It Should Be" with Aveline pisses her off at times, because she isn't in a joking mood. 

And to use another Aveline example, all of Hawke's flirty icons get turned down by her - until she has the we're just friends conversation.

#152
Uccio

Uccio
  • Members
  • 4 696 messages

AlexJK wrote...

Ukki wrote...

Unfortunately, its part of Biowares attemp to mold DA serie into ME copy.

No, no it isn't. Why are people so silly around here?



Yes it is.










B)

#153
Kidd

Kidd
  • Members
  • 3 667 messages

Weskerr wrote...

The icons provide more that just additional information. They lessen the need of the player to think about what a piece of dialogue means, and what the ramifications of choosing any piece of dialogue could be.


Yes, they lessen that need. Because they make it easier for you choosing the dialogue option to ensure you and the writer are on the same page with what you want your character to say. Isn't it a good thing to be able to control how your character will act in a straight-forward way? If I hit a phrase saying "welcome" and heard my character say it with a snarky voice when I wanted to say it nicely, I'd feel very cheated and want to reload.

There shouldn't be any mental gymnastics involved with simply talking how you want to talk. I've never had that problem when playing pen and paper RPGs. If I want my character to say "welcome" in a nice way, I just do. If the NPC misunderstands my intentions or not is irrelevant - I chose what my character did even so.

Comparing it to combat, I should know when I hit the Attack button that I will attack an enemy. The enemy may dodge, block or even counter my attack, but I should always be able to tell when my character is attacking. In my opinion, a good interface is an interface that doesn't confuse you and make you wonder what exactly a certain button may or may not do. Function should not ever be in question, only consequence.

#154
Fredward

Fredward
  • Members
  • 4 994 messages
Yes.

#155
shadow-warlord

shadow-warlord
  • Members
  • 30 messages

In Exile wrote...

shadow-warlord wrote...
It also kind of works like paragon-renegade in ME, since when you choose enough diplomatic options your Hawke becomes a goody-two shoes, if you pick humorous he becomes a jerk etc all without the player's agency.


You're wrong - you might find sarcastic Hawke to be a jerk, but not everyone does.

I guess it's due to money and time saving because honestly i don't believe anyone prefers DA2 dialogue to DAO...


You're also wrong here. 



The jerk thing wasn't the point..Although now that you mentioend it, most "humorous" options were simply out of place and not funny at all...

As for the wheel, i don't know of anyone who had a problem with DAOs dialogue system, yet many who don't like the wheel for many reasons. Which leads me to believe it's simply there for conveniency, since they can record 3 lines instead of more...

Why else would it be? I don't know of anyone who would prefer choosing tone over his character's actual response.

#156
Weskerr

Weskerr
  • Members
  • 1 538 messages

In Exile wrote...

Weskerr wrote...
What I am saying is that the dialogue wheel, in its structure and use of symbols to convey the tone of a dialogue choice before it's even selected, has created a dialogue system in which the player can make dialogue choices without having to consider questions like "how will the PC deliver this line?," "What is the PC actually saying?," "How will the NPC react?," and so on. In games like DA:O or The Witcher 2 in which there is no dialogue wheel, the player must ask himself these questions.


You're completely wrong. First of all, TW2 has a paraphrase system. But let's ignore that. 


Yes, let's ignore it. Paraphrasing has nothing to do with my criticisms of the dialogue wheel. If you had read my posts, you'd know that.

In Exile wrote...
Question#1 (How will the PC delivery a line) is a stupid question, and the game shouldn't have you asking it. It's like saying that the paraphrase, leading the player to ask "What the hell will this line actually my character say?" is a good feature, somehow, instead of a problem with the implementation.


I guess it's a stupid question if you want to dumb down the game. Who wants to think about what tone a particular piece of dialogue will communicate when the game can tell you, right? While we're at it, why not include an icon next to every piece of dialogue that will tell you beforehand, just like the tone icons, how an NPC will react to it?

In Exile wrote...
Not to mention that, as Waka pointed out (and I just did), Q#2 continues to be a problem with the paraphrase.


Again, bother to read my points. I never take issue with paraphrasing.

In Exile wrote...
And Q#3 continues to be an issue here. Since there are lots of scenes where your choice of tone doesn't have the same effect on characters, for example, Hawke joking during "The Way It Should Be" with Aveline pisses her off at times, because she isn't in a joking mood. 


Granted, choosing a piece of dialogue soley based on the tone icon will not always work out in your favor.. The problem is that many times it does. Meryll, for example, usually responds well to sarcastic and diplomatic dialogue choices. Rarely, if ever, does she respond well to aggressive ones.

In Exile wrote...
And to use another Aveline example, all of Hawke's flirty icons get turned down by her - until she has the we're just friends conversation.


Aveline is indeed an example in which the player cannot rely on the tone icons alone. These examples are few and far between, however.

#157
Weskerr

Weskerr
  • Members
  • 1 538 messages

KiddDaBeauty wrote...

Weskerr wrote...

The icons provide more that just additional information. They lessen the need of the player to think about what a piece of dialogue means, and what the ramifications of choosing any piece of dialogue could be.


Yes, they lessen that need. Because they make it easier for you choosing the dialogue option to ensure you and the writer are on the same page with what you want your character to say. Isn't it a good thing to be able to control how your character will act in a straight-forward way? If I hit a phrase saying "welcome" and heard my character say it with a snarky voice when I wanted to say it nicely, I'd feel very cheated and want to reload.

There shouldn't be any mental gymnastics involved with simply talking how you want to talk. I've never had that problem when playing pen and paper RPGs. If I want my character to say "welcome" in a nice way, I just do. If the NPC misunderstands my intentions or not is irrelevant - I chose what my character did even so.

Comparing it to combat, I should know when I hit the Attack button that I will attack an enemy. The enemy may dodge, block or even counter my attack, but I should always be able to tell when my character is attacking. In my opinion, a good interface is an interface that doesn't confuse you and make you wonder what exactly a certain button may or may not do. Function should not ever be in question, only consequence.


We're in total agreement when it comes to not putting any uncessary complexity into the dialogue wheel. We should, as players, be safe in thinking that our PC will say something in the way we expect them to say it. This said, I think the tone icons oversimplify the player experience. The writers are holding us by the hands because they don't think we're intelligent enough to figure out how a certain dialogue option should be said by the PC.

If the writing is good and the voice acting is good, then we should know every time how our PC will say something without being led by the hand with tone icons.

Modifié par Weskerr, 07 janvier 2013 - 10:30 .


#158
Noviere

Noviere
  • Members
  • 899 messages

Weskerr wrote...

Who wants to think about what tone a particular piece of dialogue will communicate when the game can tell you, right? While we're at it, why not include an icon next to every piece of dialogue that will tell you beforehand, just like the tone icons, how an NPC will react to it?

Guessing the tone your character is going to use when communicating a line of dialogue seems bizarre to me. If I'm going to say "Great job" I should know beforehand whether it is going to be sarcastic or genuine. The player should decide how a line is intended to be said. That is what the tone icons do. They tell you how your character is going to say a line. That is all.

They don't tell you how the person you're talking to will react...

#159
Weskerr

Weskerr
  • Members
  • 1 538 messages

In Exile wrote...

Weskerr wrote...
The icons are the worst feature about it. One needs to look only at the symbol attached to each dialogue option to know how the PC will deliver the tone of the line.


Okay, this line of argument doesn't make very much sense. Just what was it about DA:O's writing that so strained  your thought process that made it an effort to understand what was being said?

From DA:A

Anders: You know, there is one thing I miss about the tower. My cat.
W: You had a cat? (to 5)
W: Why didn't you take it with you? (to 5)
W: Miss your little kitty, do you? (to 5)
W: And now you have a new one. (ends conversation)
W: So you mentioned before. (to 5)
W: They let you have a cat in the tower? (to 5)

Did it strain your brain to pick between "Miss your little kitty, do you?" and "You had a cat?" 


I'm glad you cited a specific set of dialogue choices from DA:A. Notice how all the dialogue choices are laid out in no particular order. There is no top right, middle, or bottom right, so you have no idea how the Warden would deliver any of the lines - that is, until you start thinking about it. See how the dialogue wheel would cut that thinking part out?

Of course, there are no tone icons either. So far so good. The player needs to read each line and think about how the line might be delivered to Anders, and how Anders would react.

You've designated the effect each line would have if picked. As you know, the player has no knowledge of this. He or she still has to carefully consider which dialogue option to choose. However, put in the dialogue wheel with the tone icons and careful consideration can take a back seat.  Now say hello dumbed down dialogue system.

Modifié par Weskerr, 07 janvier 2013 - 10:56 .


#160
Knight of Dane

Knight of Dane
  • Members
  • 7 451 messages
I surely hope so, the reason it often failed in DA2 was because f cheap writing, not because the mechanic was bad.

#161
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests
Knowing how someone you're talking to will generally react to a specific tone because of their particular personality is not dumbing anything down. That's just normal communication. Having to guess what tone will come out of your mouth next is not normal, and being able to do so without adequate information is not an intellectual feat worth wagging around like it puts you above the drooling masses.

#162
Steppenwolf

Steppenwolf
  • Members
  • 2 866 messages

In Exile wrote...

BasilKarlo wrote...
It seems like you intentionally missed the point of my post. I said what ended up happening was the paraphrases did not even come close to representing what Hawke ended up saying some of the time. I highly doubt Bioware wanted us to pick one thing and get another.


No, I didn't. I'm not kidding when I say it was an intended feature that the paraphrase and spoken line not have words in common. Bioware expected that the paraphrase gave you the gist of the line, but it was the express aim to have us pick one paraphrase, and hear a sentence that shared (almost) nothing in common with it (in terms of the words shared).

So an example would be:

Paraphrase: We have to run!
Line: Everyone, flee immediatelly before the demon escapes!


:facepalm:

Pay attention to what I'm writing. I'm not talking about words being repeated, I'm talking about the paraphrases not accurately representing what Hawke ends up saying. Why are you having such a hard time understanding this?

#163
Robbiesan

Robbiesan
  • Members
  • 2 543 messages
The wheel is fine. What I didn't care for in DA2 was how sometimes the option did not in any way reflect what was actually to be said. That must change BW. Just make sure the options reflect properly so we can make the appropriate choices without having to reload to make another dialogue choice.

#164
Knight of Dane

Knight of Dane
  • Members
  • 7 451 messages
There were the choise icons for when there were choices to be made... Even though Hawke had no real choices...
Anyway: I see the dialogue wheel as still in development, it isn't a bas mechanic and I like the semblance of personality it gives Hawke, but it should be varied a bit more. When there is choises the difference shouldn't be "Good, goofy or evul" but one with neutral icons then expressed with a voice of the players most used standard.

#165
demont0

demont0
  • Members
  • 56 messages

Weskerr wrote...

In Exile wrote...

Weskerr wrote...
The icons are the worst feature about it. One needs to look only at the symbol attached to each dialogue option to know how the PC will deliver the tone of the line.


Okay, this line of argument doesn't make very much sense. Just what was it about DA:O's writing that so strained  your thought process that made it an effort to understand what was being said?

From DA:A

Anders: You know, there is one thing I miss about the tower. My cat.
W: You had a cat? (to 5)
W: Why didn't you take it with you? (to 5)
W: Miss your little kitty, do you? (to 5)
W: And now you have a new one. (ends conversation)
W: So you mentioned before. (to 5)
W: They let you have a cat in the tower? (to 5)

Did it strain your brain to pick between "Miss your little kitty, do you?" and "You had a cat?" 


I'm glad you cited a specific set of dialogue choices from DA:A. Notice how all the dialogue choices are laid out in no particular order. There is no top right, middle, or bottom right, so you have no idea how the Warden would deliver any of the lines - that is, until you start thinking about it. See how the dialogue wheel would cut that thinking part out?


Urm, you realise right, that the warden doesn't put any tone into those lines.
You do.
You then see how the character being talked to, will react to whatever has been said.

So in a game with a voiced PC, an identifer on what is being said is needed, as you can't input you're own inflection onto the lines of dialogue being spoken, as the voice actor does that for you.

#166
Plaintiff

Plaintiff
  • Members
  • 6 998 messages

demont0 wrote...

Weskerr wrote...

In Exile wrote...

Weskerr wrote...
The icons are the worst feature about it. One needs to look only at the symbol attached to each dialogue option to know how the PC will deliver the tone of the line.


Okay, this line of argument doesn't make very much sense. Just what was it about DA:O's writing that so strained  your thought process that made it an effort to understand what was being said?

From DA:A

Anders: You know, there is one thing I miss about the tower. My cat.
W: You had a cat? (to 5)
W: Why didn't you take it with you? (to 5)
W: Miss your little kitty, do you? (to 5)
W: And now you have a new one. (ends conversation)
W: So you mentioned before. (to 5)
W: They let you have a cat in the tower? (to 5)

Did it strain your brain to pick between "Miss your little kitty, do you?" and "You had a cat?" 


I'm glad you cited a specific set of dialogue choices from DA:A. Notice how all the dialogue choices are laid out in no particular order. There is no top right, middle, or bottom right, so you have no idea how the Warden would deliver any of the lines - that is, until you start thinking about it. See how the dialogue wheel would cut that thinking part out?


Urm, you realise right, that the warden doesn't put any tone into those lines.
You do.
You then see how the character being talked to, will react to whatever has been said.

So in a game with a voiced PC, an identifer on what is being said is needed, as you can't input you're own inflection onto the lines of dialogue being spoken, as the voice actor does that for you.

The warden does put tone into those lines. You simply don't hear it. The writers have explicitly said that every line of dialogue in Origins has a specific tone.

#167
XX-Pyro

XX-Pyro
  • Members
  • 1 165 messages
The only gripe I have with the dialogue wheel is that the paraphrasing is questionable. It's an improvement to be made in my opinion. The tone indicators are fine, although maybe add a couple more. They DO accurately convey the tone (as they are meant to) and this is a GOOD thing, ESPECIALLY with a voiced PC.

#168
Fisto The Sexbot

Fisto The Sexbot
  • Members
  • 701 messages

Plaintiff wrote...

demont0 wrote...

Weskerr wrote...

In Exile wrote...

Weskerr wrote...
The icons are the worst feature about it. One needs to look only at the symbol attached to each dialogue option to know how the PC will deliver the tone of the line.


Okay, this line of argument doesn't make very much sense. Just what was it about DA:O's writing that so strained  your thought process that made it an effort to understand what was being said?

From DA:A

Anders: You know, there is one thing I miss about the tower. My cat.
W: You had a cat? (to 5)
W: Why didn't you take it with you? (to 5)
W: Miss your little kitty, do you? (to 5)
W: And now you have a new one. (ends conversation)
W: So you mentioned before. (to 5)
W: They let you have a cat in the tower? (to 5)

Did it strain your brain to pick between "Miss your little kitty, do you?" and "You had a cat?" 


I'm glad you cited a specific set of dialogue choices from DA:A. Notice how all the dialogue choices are laid out in no particular order. There is no top right, middle, or bottom right, so you have no idea how the Warden would deliver any of the lines - that is, until you start thinking about it. See how the dialogue wheel would cut that thinking part out?


Urm, you realise right, that the warden doesn't put any tone into those lines.
You do.
You then see how the character being talked to, will react to whatever has been said.

So in a game with a voiced PC, an identifer on what is being said is needed, as you can't input you're own inflection onto the lines of dialogue being spoken, as the voice actor does that for you.

The warden does put tone into those lines. You simply don't hear it.


[logic]

#169
BlazingSpeed

BlazingSpeed
  • Members
  • 371 messages

Cyne wrote...

yes they'll bring it back, and probably the goofy icons with it. I wish they'd experiment with new gameplay features instead of borrowing stuff from mass effect.



#170
In Exile

In Exile
  • Members
  • 28 738 messages

BasilKarlo wrote...
Pay attention to what I'm writing. I'm not talking about words being repeated, I'm talking about the paraphrases not accurately representing what Hawke ends up saying. Why are you having such a hard time understanding this?


Because you clearly don't seem to understand how the English language works. Certain words just straight up don't have synonyms. Changing up all of the words in a sentence is what makes it hard for the paraphrase to represent what Hawke is saying. 

Sit down, write a sentence, then try to write a sentence that says the same thing while using different words. See how much of a cue one is for the other.

#171
In Exile

In Exile
  • Members
  • 28 738 messages

Weskerr wrote...
I guess it's a stupid question if you want to dumb down the game. Who wants to think about what tone a particular piece of dialogue will communicate when the game can tell you, right? While we're at it, why not include an icon next to every piece of dialogue that will tell you beforehand, just like the tone icons, how an NPC will react to it?


This isn't about dumbing down the game! This is about providing important information to the player. Do you think making the paraphrases clear dumbs down the game because the player isn't left guessing what the hell the paraphrase might actually have your character say? 

Because that's the argument that you're making. And it's stupid.

Again, bother to read my points. I never take issue with paraphrasing.


Bother to read mine. Because your argument as to why the tone icons dumb down the game is an argument for making the paraphrase misleading, so the player can "think" about what the PC will say.

Granted, choosing a piece of dialogue soley based on the tone icon will not always work out in your favor.. The problem is that many times it does. Meryll, for example, usually responds well to sarcastic and diplomatic dialogue choices. Rarely, if ever, does she respond well to aggressive ones.


Merril responds well to diplomatic choices, sometimes. She responds well to humour, sometimes. But not always. Humour dialogue can get rivarly. You have to think about it.

Aveline is indeed an example in which the player cannot rely on the tone icons alone. These examples are few and far between, however.


And they disprove your BS point. Whether or not the tones always lead to the right result has nothing to do with the fact that they have crucial information for the player.

I'm glad you cited a specific set of dialogue choices from DA:A. Notice
how all the dialogue choices are laid out in no particular order. There
is no top right, middle, or bottom right, so you have no idea how the
Warden would deliver any of the lines - that is, until you start thinking about it. See how the dialogue wheel would cut that thinking part out?


There's absolutely no need to think about it. Again, what the hell sort of thinking do you need to do between:

"Miss your little kitty, do you?"
"You had a cat?"

More importantly, Bioware often used that format to hide which questions were investigate questions from you. Are you going to tell me that randomly having the conversation advance is "intelligent", and it requires the player to think about what questions the designers gated to advance the conversation?

Of course, there are no tone icons either. So far so good. The player
needs to read each line and think about how the line might be delivered
to Anders, and how Anders would react.


What the hell? No. Unless the player has a serious mental deficiency, it requires very little thought to figure out how Anders would react. It's a conversation about a cat.

If you need to take the time to think about how Anders will react to a cat, woe be to you when you encounter the dangers of an untied shoelace.

You've designated the effect each line would have if picked. As you
know, the player has no knowledge of this. He or she still has to
carefully consider which dialogue option to choose. However, put in the
dialogue wheel with the tone icons and careful consideration can take a
back seat.  Now say hello dumbed down dialogue system.


It's a conversation about a cat. What is there to think about?

#172
lunamoondragon

lunamoondragon
  • Members
  • 184 messages
Yes, and I don't mind it much, but I really hope it has more variety than the three personality types.

I liked the way Origins worked best with a non-voiced protagonist, but if they're going to use a voiced one I suppose the dialogue wheel works best. But in Dragon Age, variety is key when it comes to the protagonist's personality, and the wheel hasn't always been the best at that.

#173
Steppenwolf

Steppenwolf
  • Members
  • 2 866 messages

In Exile wrote...

BasilKarlo wrote...
Pay attention to what I'm writing. I'm not talking about words being repeated, I'm talking about the paraphrases not accurately representing what Hawke ends up saying. Why are you having such a hard time understanding this?


Because you clearly don't seem to understand how the English language works. Certain words just straight up don't have synonyms. Changing up all of the words in a sentence is what makes it hard for the paraphrase to represent what Hawke is saying. 

Sit down, write a sentence, then try to write a sentence that says the same thing while using different words. See how much of a cue one is for the other.


So your defense of Bioware doing a lousy job with the paraphrases is a rule that they imposed on themselves? The paraphrase system used in DA2 was often misleading, period. That needs to be fixed.

#174
In Exile

In Exile
  • Members
  • 28 738 messages

BasilKarlo wrote...
So your defense of Bioware doing a lousy job with the paraphrases is a rule that they imposed on themselves? The paraphrase system used in DA2 was often misleading, period. That needs to be fixed.


??? I'm not defending Bioware. I think this is a silly design decision. My point is that Bioware compounded the problems that ME2 had when they decided (funny enough because they thought the tone gave enough information and they wanted to make the dialogue less predictable) to not have the paraphrase match the written line.

#175
Steppenwolf

Steppenwolf
  • Members
  • 2 866 messages
Then why were you arguing with me? I said that the paraphrases didn't correlate with the spoken lines and you started telling me that it was supposed to be that way.

Modifié par BasilKarlo, 08 janvier 2013 - 03:49 .