Please Bioware.... PLEASEEE NO AUTO-DIALOGUE.
#26
Posté 21 février 2013 - 07:58
#27
Posté 21 février 2013 - 08:02
Sopa de Gato wrote...
I'll take "forced emotion" over "standing there with your character's mouth gaping open and nothing coming out during every emotional scene".
I wouldn't. Let me decide FOR MYSELF what emotion I want my character to have.
Whoever thought that autodialog was a good idea in a roleplaying game deserves to be covered in honey and buried up to their neck next to an anthill.
-Polaris
#28
Posté 21 février 2013 - 08:04
Ragabul the Ontarah wrote...
I'm fine with auto dialog that's basically of a "Charge!" or "It's time to go" variety. Stuff that just moves events forward but is completely devoid of expressed opinion or ethics. What I don't want is 3 sentences of the character expressing feelings and motivation I got no input in such as ME3 had.
Agree with above poster that DAII did it better than ME3.
Yep this. There was too much characterising auto-dialogue in ME3.
#29
Posté 21 février 2013 - 08:28
But that emotion is almost universally "utterly nil." You don't choose it any more than in DA2, you just have less range.IanPolaris wrote...
Sopa de Gato wrote...
I'll take "forced emotion" over "standing there with your character's mouth gaping open and nothing coming out during every emotional scene".
I wouldn't. Let me decide FOR MYSELF what emotion I want my character to have.
Whoever thought that autodialog was a good idea in a roleplaying game deserves to be covered in honey and buried up to their neck next to an anthill.
-Polaris
#30
Posté 21 février 2013 - 08:57
Xilizhra wrote...
But that emotion is almost universally "utterly nil." You don't choose it any more than in DA2, you just have less range.IanPolaris wrote...
Sopa de Gato wrote...
I'll take "forced emotion" over "standing there with your character's mouth gaping open and nothing coming out during every emotional scene".
I wouldn't. Let me decide FOR MYSELF what emotion I want my character to have.
Whoever thought that autodialog was a good idea in a roleplaying game deserves to be covered in honey and buried up to their neck next to an anthill.
-Polaris
Sure you do at least as I see it. I don't have to be told what my character does or doesn't feel. If I am truly into my character, that will come naturally. It is much easier to place this natural feeling into a blank sheet than it is when the game actively tries to contradict your own characterization.
Now if the character isn't your own, that's one thing, but when it is, that's another. I have no issue with autodialogs in shooters or other games where the characterization is set, but in a roleplaying game, my character and his (or her) emotions should be entirely my own.
-Polaris
#31
Posté 21 février 2013 - 09:00
IanPolaris wrote...
Xilizhra wrote...
But that emotion is almost universally "utterly nil." You don't choose it any more than in DA2, you just have less range.IanPolaris wrote...
Sopa de Gato wrote...
I'll take "forced emotion" over "standing there with your character's mouth gaping open and nothing coming out during every emotional scene".
I wouldn't. Let me decide FOR MYSELF what emotion I want my character to have.
Whoever thought that autodialog was a good idea in a roleplaying game deserves to be covered in honey and buried up to their neck next to an anthill.
-Polaris
Sure you do at least as I see it. I don't have to be told what my character does or doesn't feel. If I am truly into my character, that will come naturally. It is much easier to place this natural feeling into a blank sheet than it is when the game actively tries to contradict your own characterization.
Now if the character isn't your own, that's one thing, but when it is, that's another. I have no issue with autodialogs in shooters or other games where the characterization is set, but in a roleplaying game, my character and his (or her) emotions should be entirely my own.
-Polaris
Spot on. also: If the character isn`t you own, its not really roleplaying. You just play through a game with a character that someone else has made for you.
#32
Posté 21 février 2013 - 09:20
Rawgrim wrote...
Spot on. also: If the character isn`t you own, its not really roleplaying. You just play through a game with a character that someone else has made for you.
Except it's never "your character". It's "your character within the confines of the options the developers give you". This myth that the voiceless games somehow gave you the ability to roleplay anyone and anything with any emotion you could dream up is just silly.
#33
Posté 21 février 2013 - 09:24
Sopa de Gato wrote...
Rawgrim wrote...
Spot on. also: If the character isn`t you own, its not really roleplaying. You just play through a game with a character that someone else has made for you.
Except it's never "your character". It's "your character within the confines of the options the developers give you". This myth that the voiceless games somehow gave you the ability to roleplay anyone and anything with any emotion you could dream up is just silly.
It is STILL your character. The same is true for tabletop roleplaying. The DM may tell you that some options aren't available for his world (no superheroes in a fantasy campaign), but within that it is YOUR CHARACTER.
Bioware seems to have forgotten this in recent years.
-Polaris
#34
Guest_Raga_*
Posté 21 février 2013 - 09:29
Guest_Raga_*
Modifié par Ragabul the Ontarah, 21 février 2013 - 09:30 .
#35
Posté 21 février 2013 - 09:34
#36
Posté 21 février 2013 - 09:43
*In the form of dialog "options" all leading to Shepard saying the exact same thing
#37
Posté 21 février 2013 - 09:43
IanPolaris wrote...
It is STILL your character. The same is true for tabletop roleplaying. The DM may tell you that some options aren't available for his world (no superheroes in a fantasy campaign), but within that it is YOUR CHARACTER.
Bioware seems to have forgotten this in recent years.
-Polaris
Except in a tabletop game you're generally free to make up what isn't restricted by the DM - background, character motivations, your reaction to a scene, interaction with companions, and the like. You don't really have the same freedom in a computer game.
Don't even give me that "recent years" business. The Baldur's Gate series has a 'set' character, and it's one of the finest RPGs ever produced in the genre.
ME3 might have gone too far, but DA2 was just fine. I saw no real problem with my character saying the occasional line that was - shocklingly - in line with most of the dialogue I'd chosen.
#38
Posté 21 février 2013 - 09:46
Modifié par Barquiel, 21 février 2013 - 09:47 .
#39
Guest_simfamUP_*
Posté 21 février 2013 - 09:53
Guest_simfamUP_*
HJF4 wrote...
ME1*, ME2, ME3, and DA2 all had autodialog. It's probably here to stay.
*In the form of dialog "options" all leading to Shepard saying the exact same thing
It's still an option, and even if the intent was the same, the manner wasn't. If I want to say 'go away' and have a three ways to do it, then fine, it's still given me the choice to characterize Shepard.
Autodialogue is fine. Every RPG has it. Even the old infinity games had them, and if you're asking yourself "how" then I'd suggest you play them again.
Autodialogue, is as bad as when one dialogue option is given on screen. It's basically forcing you down a path you may or may not want to go. Play Planescape: Torment, there's more than a few, even some forced emotion. Furthermore, old infinity games *loved* telling you what you felt within your journal.
No, Black Isle, I DO NOT feel sorry for that kid I just butchered.
As much as I *really* hate forced emotions and auto-dialogue, I understand the need for flow and some restriction. But damn it if I don't say if ME3 just took it TOO FAR.
There is autodialogue. And then there's character assassination. "I should go" is not the same as "I enjoy the company of aliens" when you've been a dick to all of them since the first game.
#40
Guest_simfamUP_*
Posté 21 février 2013 - 09:55
Guest_simfamUP_*
Barquiel wrote...
I think it was ok in DA2 and ME3. Especially in ME3, Shepard feels more alive to me...while she was nothing but an emotionless hollow shell throughout most of ME2.
I'm not sure you're getting the point of a roleplaying game. It's not about how many points you can put in 'big weapons' or what armour you're putting on. It's about playing the role you design, those stats and crap are there to help you build the way.
Though in ME3 Shepard was a good character, he was so out of my control, that playing *my* Shepard was nigh impossible.
#41
Posté 21 février 2013 - 10:00
TristanHawke wrote...
Please?
signed
#42
Posté 21 février 2013 - 10:01
Rawgrim wrote...
Says "May Andraste guide you" etc after killing people.
That's combat dialogue. It was present in Dragon Age: Origins too.
If that's the standard we're using to describe auto-dialogue, then this thread is doomed to failure. They're not going to have the main character as a totally silent mime.
Modifié par Face of Evil, 21 février 2013 - 10:05 .
#43
Posté 21 février 2013 - 10:02
simfamSP wrote...
Barquiel wrote...
I think it was ok in DA2 and ME3. Especially in ME3, Shepard feels more alive to me...while she was nothing but an emotionless hollow shell throughout most of ME2.![]()
I'm not sure you're getting the point of a roleplaying game. It's not about how many points you can put in 'big weapons' or what armour you're putting on. It's about playing the role you design, those stats and crap are there to help you build the way.
Though in ME3 Shepard was a good character, he was so out of my control, that playing *my* Shepard was nigh impossible.
No matter how hard I try, Shepard is an emotional brick in ME2. Of course I didn't know that this is the point of a roleplaying game...playing an emotionless hollow shell. Thank you for explaining it to me...
Shepard died! Meh...I got better. It's barely mentioned after the first five minutes.
Sole survivors and Cerberus? nothing
Not to mention the reunion scenes with Liara and the VS.
I rather prefer some "forced emotions" here and there.
Modifié par Barquiel, 21 février 2013 - 10:03 .
#44
Posté 21 février 2013 - 10:07
Barquiel wrote...
I rather prefer some "forced emotions" here and there.
Guard: Sorry, elf, the Alienage is closed. There was a purge and they're still cleaning up the bodies. Can't go in.
Me: Oh no, that's horrible! My dad! Shianni!
The Warden: (blank-faced stare) .....
....
....
I should go.
Modifié par Face of Evil, 21 février 2013 - 10:07 .
#45
Posté 21 février 2013 - 10:12
Ragabul the Ontarah wrote...
For me, it's not that I ever entertained the delusion that I had 100% control over every aspect of my character. My issue was that ME3 had too much unnecessary and petty encroachment on my character's motivations. Such encroachments in ME3 in most cases had nothing to do with the plot and everything to do with "having fewer options is easier and makes cinematic features last longer with fewer interruptions."
Yeah i value the player characterised protaganist model while fully accepting their will be limits to that control. ME3 unfortunately wanted to replace player's character with their a defined version of Shep. It was rather horrendous imo.
#46
Posté 21 février 2013 - 10:16
Barquiel wrote...
simfamSP wrote...
Barquiel wrote...
I think it was ok in DA2 and ME3. Especially in ME3, Shepard feels more alive to me...while she was nothing but an emotionless hollow shell throughout most of ME2.![]()
I'm not sure you're getting the point of a roleplaying game. It's not about how many points you can put in 'big weapons' or what armour you're putting on. It's about playing the role you design, those stats and crap are there to help you build the way.
Though in ME3 Shepard was a good character, he was so out of my control, that playing *my* Shepard was nigh impossible.
No matter how hard I try, Shepard is an emotional brick in ME2. Of course I didn't know that this is the point of a roleplaying game...playing an emotionless hollow shell. Thank you for explaining it to me...
Shepard died! Meh...I got better. It's barely mentioned after the first five minutes.
Sole survivors and Cerberus? nothing
Not to mention the reunion scenes with Liara and the VS.
I rather prefer some "forced emotions" here and there.
I prefer a brick than a wangsting mess we got in ME3. Especially when Shepard started verbally attacking everyone via autodialogue after Thessia. Yeah no.
DA2 was kinda alright, since the autodialogue went with your 'common' response.
#47
Posté 21 février 2013 - 10:21
Rawgrim wrote...
Conduit0 wrote...
When does Hawke ever do that?Rawgrim wrote...
Sanunes wrote...
Rawgrim wrote...
If the character isn`t meant to be mine in the first place (Shep + Hawke), I just don`t care anymore.They might as well just remove dialogue enteirely and go for cutscenes instead.
There was auto dialogue with Hawke, I am pretty sure there was auto dialogue in Mass Effect 2 as well, it was just overdone in Mass Effect 3, otherwise every sentence the character says would be a prompt and would make the game flow like a brick.
It was overdone in DA2 as well. Hawke yelling for andraste and whatsnot. I`d like to decide for myself what my character says to people, or wether or not he or she is religious or not.
Says "May Andraste guide you" etc after killing people.
I say BioWare should just get rid of the stupid battlecries period. None of them were especially good in DA:O (yes I know I have one quoted in my sig, but it's there for laughs; it's the worst one of the lot in my opinion, after "My Warden sense is tingling!"). They were repeated constantly in combat without much variety for any individual Warden voice. They were 99% pure ham and narm.
In ME2 they were also pretty lame. "Gravity's a mean mother!" and Jack's Biotic b***h line both make me cringe. Earlier than either of these IP's you had KOTOR where there were tolerable lines like "The Force fights with me!" and "Down you go!", but then you also had the absolutely painful Juhani line, "I vill be your DOOOOM!!" Ugh.
Getting rid of them would serve two purposes:
1. Pleasing people like me who hate them and find that they're badly written, horribly delivered by the voice actors, and serve no purpose beyond providing unintentional comedy the first few times you hear them.
2. Pleasing people who don't want the battlecries to railroad the player characters into being something they don't feel the character is (e.g. religious).
I say at the very least BioWare should give us an option to toggle battlecries on and off like we can with the silly, bad-looking blood splatter effect or the appearance of helmets on Hawke in DA2. Shouldn't be too hard to implement.
#48
Posté 21 février 2013 - 10:23
If PC is player made then there should not be any auto-dialogue.
#49
Guest_Raga_*
Posté 21 février 2013 - 11:13
Guest_Raga_*
Barquiel wrote...
No matter how hard I try, Shepard is an emotional brick in ME2. Of course I didn't know that this is the point of a roleplaying game...playing an emotionless hollow shell. Thank you for explaining it to me...
Shepard died! Meh...I got better. It's barely mentioned after the first five minutes.
Sole survivors and Cerberus? nothing
Not to mention the reunion scenes with Liara and the VS.
I rather prefer some "forced emotions" here and there.
It seems to me that stems more from the fact that Shepard isn't really allowed to respond to those situations at all (by choice or autodialog). The dialog doesn't even exist for it. If it did, you could easily chose the emotive response.
#50
Posté 21 février 2013 - 11:59
The Teryn of Whatever wrote...
Rawgrim wrote...
Conduit0 wrote...
When does Hawke ever do that?Rawgrim wrote...
Sanunes wrote...
Rawgrim wrote...
If the character isn`t meant to be mine in the first place (Shep + Hawke), I just don`t care anymore.They might as well just remove dialogue enteirely and go for cutscenes instead.
There was auto dialogue with Hawke, I am pretty sure there was auto dialogue in Mass Effect 2 as well, it was just overdone in Mass Effect 3, otherwise every sentence the character says would be a prompt and would make the game flow like a brick.
It was overdone in DA2 as well. Hawke yelling for andraste and whatsnot. I`d like to decide for myself what my character says to people, or wether or not he or she is religious or not.
Says "May Andraste guide you" etc after killing people.
I say BioWare should just get rid of the stupid battlecries period. None of them were especially good in DA:O (yes I know I have one quoted in my sig, but it's there for laughs; it's the worst one of the lot in my opinion, after "My Warden sense is tingling!"). They were repeated constantly in combat without much variety for any individual Warden voice. They were 99% pure ham and narm.
In ME2 they were also pretty lame. "Gravity's a mean mother!" and Jack's Biotic b***h line both make me cringe. Earlier than either of these IP's you had KOTOR where there were tolerable lines like "The Force fights with me!" and "Down you go!", but then you also had the absolutely painful Juhani line, "I vill be your DOOOOM!!" Ugh.
Getting rid of them would serve two purposes:
1. Pleasing people like me who hate them and find that they're badly written, horribly delivered by the voice actors, and serve no purpose beyond providing unintentional comedy the first few times you hear them.
2. Pleasing people who don't want the battlecries to railroad the player characters into being something they don't feel the character is (e.g. religious).
I say at the very least BioWare should give us an option to toggle battlecries on and off like we can with the silly, bad-looking blood splatter effect or the appearance of helmets on Hawke in DA2. Shouldn't be too hard to implement.
It sounded like bioware is going to in general make the battles cries more reactive to what happens in battle and less random, which is good. Being one-liners is also excuse by some companion characters (like Varric and his dragon *** line in legacy) because it is in character.
But I have never felt so pleased as I was, playing on the PS3 with a female and having her say nothing in battle.
Generally, though, I think delegating the one-liners to what happens in battle a better.





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