Please Bioware.... PLEASEEE NO AUTO-DIALOGUE.
#1
Posté 21 février 2013 - 03:13
#2
Posté 21 février 2013 - 04:00
As I've said previously when the subject came up, DA3 won't use auto-dialogue any more than it previously did. If there are lines being spoken by the player without prompt, they're either "neutral" lines that occur during a cutscene ("What do you mean?") or occur as a result of something you've already chosen. There are reasons why, in fact, there might be less auto-dialogue than in DA2, but I won't go into them as that would require explanations which cannot occur yet.
If, however, you dislike the PC from ever speaking a single line you haven't directly chosen, then you've come to the wrong place. That's not going to happen.
Modifié par David Gaider, 21 février 2013 - 04:05 .
#3
Posté 21 février 2013 - 06:07
#4
Posté 21 février 2013 - 06:40
I really don't understand why Final Fantasy is being brought up. I loved it (XIII and XIII-2 in particular), but they aren't RPGs. Is it relevant?
It's being brought up because I asked people to not try to define what is and is not an RPG (since those discussions never go anywhere productive), but perhaps somewhat ironically my asking people to not do so has led to people continuing to discuss what is and is not an RPG and whether or not certain games even qualify as an RPG....
Modifié par Allan Schumacher, 21 février 2013 - 06:42 .
#5
Posté 21 février 2013 - 06:46
Icesong wrote...
David Gaider wrote...
I understand that people who didn't like the "auto-dialogue" (as some like to call it-- I never have, and I find it a bit vague as to what people are referring to when they mention this)
You always have a quibble with terminology.
Of course. When you have a thread where people are actually discussing three different things, but they think they're all talking about the same thing, it gets confusing... especially if I address the issue and everyone takes what I say to relate to whatever their personal version is.
Like people talking about ME3 auto-dialogue. That's great-- but I've already stated what we're doing is based on DA2, no more. So to keep talking about ME3... okay? But really useless, unless you just want to complain about ME3, in which case the ME3 forums are that way. -->
#6
Posté 21 février 2013 - 07:20
I would suggest playing an RPG that wasn't made from Japan. There are dozens, if not hundreds, from the past two decades. And they almost categorically offer dialogue choices and allow you to define your characters actions, personality and emotions.
Not trying to sound condescending, but it sounds like you are just speaking from a lack of experience. Fallout New Vegas, which is a modern incarnation of the original Fallout 1 and 2 in my book, sold as much or more units than DA:O or DA2 or any of the ME games according to vgchartz.com (5 million units sold). So one could say the original Fallout games made player choice/response/outcomes possible... but that would probably be wrong too, since games were offering it even before then.
The wheel is neither the invention that led to character choice, nor its introduction anywhere near the first time such choices were involved. I would be more than happy to list dozens of games which offer you the same or more choice on your character that came out before the dialogue wheel, as it sounds like you may have missed out on LOTS of good games.
To be fair, if one was primarily a console gamer (for whatever reason) many of those games would be missed (especially ones that predate Mass Effect).
#7
Posté 22 février 2013 - 07:48
Pasquale1234 wrote...
With the paraphrase / dialogue wheel / select by icon system, you aren't choosing what the protag says so much as you are selecting how you want the NPCs to interpret and respond to whatever the protag will say.
I think it's more making it clear what the intent of the line being delivered will be. There's nothing about the dialogue wheel that prevents a character from still misinterpreting any tone. That'd just be on us writing the responses that way.
#8
Posté 22 février 2013 - 04:44
EntropicAngel wrote...
Allan Schumacher wrote...
I think it's more making it clear what the intent of the line being delivered will be. There's nothing about the dialogue wheel that prevents a character from still misinterpreting any tone. That'd just be on us writing the responses that way.
The problem with this, Allan, is that judging from your description, we're choosing the intent of the line and not the actual line.
As in, different responses. They're all the same or close to the same response, just a different attitude about them.
I've stated this dozens of times, but even with plain text I still find myself trying to descern what the intent of the line is, lest I pick something and get a response that I think is incongruous with how I would have delivered the line.
So in other words, it typically made choosing the lines clearer for me, with less "take me out of the game" moments.
RPGs have never provided me with exactly the line that I would like to say (especially the way I'd like to say it). I'm always trying to discern which response best works for the message that I want to convey. It's probably in large part why I like Alpha Protocol so much as well.
#9
Posté 22 février 2013 - 06:01
I disagree that text only is superior. I find it flawed and unrealistic because games cannot appropriately respond. It has happened to me all the time, and routinely does not reflect my real life experiences. No sense in me continuing to beat the horse on this regard.
Agree to disagree.
#10
Posté 22 février 2013 - 07:18
And I've stated this dozens of time, but I have no idea how a response could ever be incongruous.
I'm not interested in resurrecting this discussion. I can understand your perspective, it's just not one I agree with (as a person and fellow game player) based on my experiences with reality and RPGs. It's unfortunate that you do not understand why I could see it that way, but I doubt I can convince you as I've already tried.
Modifié par Allan Schumacher, 22 février 2013 - 07:21 .





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