Aller au contenu

Photo

Dialogue Layout Questions


  • Veuillez vous connecter pour répondre
30 réponses à ce sujet

#26
Guest_krul2k_*

Guest_krul2k_*
  • Guests

1.)
Voiced protaganists aside, did you prefer the wheel layout
(investigative lines on the left, conversation furthering options on the
right) or the basic list such as was seen in Origins?


yes (the wheel)

2.)
Did you like having the different options in the wheel have pictures to
convey their purpose (i.e. charming, sarcastic, aggressive, a heart for
romance, a star for the special lines, etc.) or would you rather have a
less clear-cut dialogue option list that follows no discernable pattern
(as an example, the 'bad' or renegade options wouldn't always be on the
bottom, paragon not always on the top)


i prefered working out replys myself, but that would mean the conversation progressors would need to be worded better than da2

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?
3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?


yes

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?


yes

5.)
Did you like having certain times for when you could speak to a
companion (with a quest marker appearing), or did you prefer to be able
to initiate a conversation at any time, even if the only available
options were inquisitive ones?


i prefer talking to them whenever i want

Modifié par krul2k, 15 janvier 2013 - 03:24 .


#27
Nightdragon8

Nightdragon8
  • Members
  • 2 734 messages

Winged Silver wrote...

Just
to get this out of the way, this is not a place for anyone to hate on
an item from any Bioware game in general, anyone making directly hostile
remarks will have their comments deleted.

Moving on...

Hello!
I just have a few questions that I would like to get an opinion on from
all the Dragon Age fans out there, and in hopes that it can provide
some insight into what people liked to see in their games in a
non-hostile way (after all, even if a game doesn't meet our standards of
the best game ever, everyone in the process of creating the game is
working their butts off, so let's be kind)

1.)
Voiced protaganists aside, did you prefer the wheel layout
(investigative lines on the left, conversation furthering options on the
right) or the basic list such as was seen in Origins?

2.)
Did you like having the different options in the wheel have pictures to
convey their purpose (i.e. charming, sarcastic, aggressive, a heart for
romance, a star for the special lines, etc.) or would you rather have a
less clear-cut dialogue option list that follows no discernable pattern
(as an example, the 'bad' or renegade options wouldn't always be on the
bottom, paragon not always on the top)

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?
3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?

5.)
Did you like having certain times for when you could speak to a
companion (with a quest marker appearing), or did you prefer to be able
to initiate a conversation at any time, even if the only available
options were inquisitive ones?

I'm just curious to see what you all thought, so please respond with as many reasonings as you like! I'm eager to see what you all think.


1) Eh... its a toss up really... the wheel sometimes didn't really match up well with what Hawk was saying. While with Orgins, I could only guess that is what was said considering no voice actor.

2) Loved the tones, the sarcastic Hawk was a really fun playthough. The diplomat one meh, too stiff sometimes. Always tried to match up the Sarcastic/Diplomat lines as much as posbile.  While I think really there needs to be another choice more of an Apathy type of tone. along with the sarcastic and the others. Cause there where alot of times when I went... right right... sure sure.... I ended up being that way with Anders. even on the first playthough. it was like... yes... we know..... mages... treated unfaily.... I agree now shut up....

3) Yes and no..... It made a cunning Warrior hard to play considering most of the stuff needed required STR to use.

Yes, I mean magic is so "feared" why the hell wasn't it used to intemdate people more... I mean really...  a fireball to tourch closes or lighting for alittle cattleprod action wouldn't be so much to ask...

4) Yes

5) Loved the being able to talk to compaions at any time to talk to them. in DAO it was even fun at some points to make out in front of everyone just to see there reactions. In DAA they changed that, and contiuned that in DA2.

#28
Cimeas

Cimeas
  • Members
  • 774 messages
The wheel itself is not bad, it's the fact that is has so few options. The wheel could easily display 10 options at once instead of 6, for example.

#29
Winged Silver

Winged Silver
  • Members
  • 703 messages
[quote] 
1.) Voiced protaganists aside, did you prefer the wheel layout
(investigative lines on the left, conversation furthering options on the
right) or the basic list such as was seen in Origins? 
[/quote]

I think both are fine, though both could use some polishing. One thing that I think would be sort of cool is if instead of just three replies (aggressive, snarky, charming) there could be three pages under the headings of the aforementioned. In the sense that if I chose to continue to the aggressive page (with the ability to still go back) I could pick the 'noble' aggressive, where you're doing something violently, but for good reasons, or the aggressive-aggressive, which might immediately start the combat. Same thing with the snarky. You could be aggressively snarky, or diplomatically snarky. There'd be some repeats sure, but it would seem like a lot more choice in the player's hands. Thoughts?

[quote]
2.) Did you like having the different options in the wheel have pictures to
convey their purpose (i.e. charming, sarcastic, aggressive, a heart for
romance, a star for the special lines, etc.) or would you rather have a
less clear-cut dialogue option list that follows no discernable pattern
(as an example, the 'bad' or renegade options wouldn't always be on the
bottom, paragon not always on the top)
[/quote]

I had mixed feelings about this. While the concept of knowig if something you're saying is sarcastic or not is nice, I felt like some of the challenge was taken out. Most of Origins investigative questions were easy to spot, and I liked interpreting the replies as I saw. I also liked knowing exactly what I was saying. The paraphrasing had its merits, but sometimes being snarky Hawke left you faceplaming because Hawke would say something really stupid (i.e. "But you'll let the pretty people in, right?" Guard: ....., or the Viscount's son is dead and, "Look on the bright side!" me: really Hawke???). Mixing it up would require me to really read the different options and contemplate what path I want to take, which is half the fun for me.

[quote]
3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?
3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?
[/quote]

I liked having the strength and cunnning play a supporting role. It made playing as a rogue much more enjoyable for me (I'm more a blast a fireball or smack it with a shield player). Also, it added an element of risk to the game. Maybe your cunning wasn't high enough, and you couldn't save the hostages. Of course, saving the hostages shouldnt depend entirely on cunning, but I digress. Especially when playing for the first time and you have no idea what consequences your actions will have...it's great.

If the magic score replaced the strength in intimidation, I never stumbled across it. I read from someone that rather than magic (which wouldn't be immediately apparent to an average NPC) maybe have willpower instead. I liked this idea. Also someone else said that using magic (like blood magic to control minds) would have a cost the more it was used. Using blood magic to influence a conversation with possible negative impacts later on would be really fun.

[quote]
4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?
[/quote]

I thought this was pretty cool. Although it sometimes felt a bit like the paragon/renegade colored options, which were basically 'i-win' buttons, it added a life to them. Aveline actually became captain of the guard when she intimidated the guard to tell her where the Qunari were. It also made it fun to switch up the party across play throughs and see who could provide the best help. Adding maybe a risk factor of a companion's help to perhaps worsen the situation would be fun. Then again, I play this series not for the combat, but for the characters and story, so having a complex system for diplomacy would be really fun for me.

[quote]
5.) Did you like having certain times for when you could speak to a
companion (with a quest marker appearing), or did you prefer to be able
to initiate a conversation at any time, even if the only available
options were inquisitive ones?
[/quote]

I didn't like how you could only talk to companions once in a while. Perhaps I'd have been happier with it if I could've spoken with them more often, but having 1-2 opportunities to speak with them per chapter outside of quests was a little...weird. There were times when I just wanted to drop by Fenris' mansion and ask "Hey! Tell me about Tevinter," and they did give you an opportunity...once. Some people argue that talking to characters outside of camp could be de-immersive because maybe you're glitching and in the middle of a battle, but I never had such problems. Even if you can't start a conversation in the middle of a quest, you should still be able to have a investigative conversation with them in their homes. How cool would it have been to quiz Anders about the grey warden from Origins? Ask his opinion? Maybe if the Grey Warden had been a mage, you could've spoken with Carver/Bethany and commented on the distant relationship. I don't know. There was a lot of unrealized potential here.
[/quote]

#30
Swagger7

Swagger7
  • Members
  • 1 119 messages
1) If it has to be paraphrased, I prefer the wheel.

2) I liked the icons, though I still wouldn't mind more variety.

3) Yes.

3.5) Only in certain circumstances (using a show of magic to intimidate)

4) Yes, that was a neat feature I'd like to see return.

5) I'd like to initiate conversation anytime, though I don't mind if some topics are only available back at base.

#31
Kiyomi94

Kiyomi94
  • Members
  • 7 messages
1.) I prefer the wheel - easier to navigate. I did like how the list didn't associate responses with symbols, so I tended to be more adventurous with my responses there. But overall I prefer the simplicity of the wheel.

2.) Symbols are nice, especially when trying to avoid ninjamances, but it gets a little too black and white for me after a while (I'd pick the "paragon" option just because it was paragon, etc.) I'd like it if replies were mixed up every now and then, and it'd be great if there were more than 3 options to choose from.

3.) Not really - having to constantly worry about all the checks and having high enough scores was annoying in my opinion. I could definitely do without those.

4.) Yeah, it was nice to step back and have somebody else do the talking, to include the rest of the party in the conversation.

5.) I defintiely prefer being able to initiate conversations. I didn't really like clicking on a companion and hearing the same reply over and over.