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A New dialogue wheel with 9 options?


10 réponses à ce sujet

#1
N7recruit

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How about instead of the three different personality types on the right side that you select, you have three paraphrased options depicting the chosen coure of action, & then you have the TONE of the P.C mapped to three different duttons.
E.G >"Kill the Thief" Pulls left trigger = "I'm afraid I can't let you get away with this":innocent:
                                    Pulls Right trigger= "And now you die" :devil:
                                    Presses A= "I know I might seem nice, I'm really not"  :P
       >"Arrest the Thief" 3 tone options
       >"Let him Go" = 3 tone options
BAM!!! 9 OPTIONS!!!!:lol::lol::lol:
What do you guys think? I rember being annoyed at the lack of personality Shep would put on most of his/her decesions & if I wanted to pick an option for a different reason that I could not have shepard emote/ express.
For Hawke it was more of the lack of choice, that Hawke could only respond in tone only & not in Action.

The limited tools the game's offered me to meaningfuly customise my protagionist's is kinda REALLY ANNOYING when I can't do it the way I would like to. (Auto Dialogue :ph34r:)
I know there are limitations like budget but What do you guys think of this kind of interface?

#2
Allan Schumacher

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To be fair, the dominant tone in DA2 often resulted in nine lines of dialogue being recorded. The aggressive, snarky and diplomatic tones resulted in not only different recordings, but also different lines.


Eh, I'm pretty sure this isn't actually the case. There may have been piecemeal differences here or there, and a lot of the more automatic responses definitely had variations, but whether I have been diplomatic, sarcastic, or aggressive often didn't change the responses for any particular player response wheel.

#3
David Gaider

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Allan Schumacher wrote...
Eh, I'm pretty sure this isn't actually the case. There may have been piecemeal differences here or there, and a lot of the more automatic responses definitely had variations, but whether I have been diplomatic, sarcastic, or aggressive often didn't change the responses for any particular player response wheel.


Correct. The variances based on dominant tone were for the choice wheels, not the tone wheels. If you picked a response off the tone wheel, the tone of that response was already determined.

At any rate, that was for DA2. Dominant tone no longer exists for DAI. So it's a moot point.

Modifié par David Gaider, 24 mai 2013 - 06:27 .


#4
Allan Schumacher

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It did quite a bit actually. Your dominant tone affected the specific responses. A Snarky Hawke trying to be aggressive resulted in a funny but not very scary line.


Define "quite a bit." I know that the dominant tone would still affect specific responses. How much is enough for you to actually start noticing some differences. 1 in 10 is still pretty frequent, but it's MUCH less than recording every line 3 different times simply to account for tone of voice.


Given that our VO files were defined by a string ID and suffix to denote male and female, the only way to have different VO for the same text would be to have the same line exist as 3 distinctly different, unique lines exist with unique string IDs for them to be matched up against.

#5
David Gaider

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Fast Jimmy wrote...
Allan, I'm pretty confident that if you chose Diplomatic lines enough to get the dominant town for if, then even your aggressive lines were said in the "diplomatic" voice.


That may have been your perception, but you are categorically incorrect.

#6
Allan Schumacher

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Fast Jimmy wrote...

Allan, I'm pretty confident that if you chose Diplomatic lines enough to get the dominant tone for it, then even your aggressive lines were said in the "diplomatic" voice.


EDIT: I see Gaider already responded to this, but here was my response.


I'd expect some level of placebo effect then.  I suppose *maybe* there's some level of post processing by Audio systems, but I wouldn't say the technology is really ready to apply a lot of that without it being quite noticeable.


Part of the system testing that I did on DA2 was previewing the voice in the toolset, and making sure the system was setup and properly supported previewing the player lines as they were now spoken as well.  If we had different voices for different dominant tones on the same lines, there would have needed to have been systemic and tool support for auditioning such things.  I know for a fact that the auditioning/toolset work did not support such permutations.  I'm pretty confident that there was no such systemic support, given the way that our audio/VO system referenced audio for voiced lines.

I also created a tool that allowed QA to systematically test each dialogue line without having to worry about things like plot states.  The primary user of this tool was some cinematic testers, but also the Loc/VO teams.  They were able to sign off on localization and VO, and my tool did not support any sort of dominant tone alterations (and given that my tool iterated over each line, would have created some exceptionally fubarred states of the dominant tone system since it played each and every single line of dialogue, PC and NPC.

Modifié par Allan Schumacher, 24 mai 2013 - 07:22 .


#7
Allan Schumacher

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page 160 -"The first dialogue choice you make sets Hawke's personality. If your first pick is a Diplomatic option, for example, Hawke's voice will adopt the diplomatic line that follows. As you keep choosing similar options at the dialogue wheel, they "stack." If you were to decide to change your personality later on, it would take more than twice the amount of (either Humorous or Aggressive) dialog lines to active that version of Hawke's voice."

I read that to mean that once you've set his tone to Diplomatic, that even picking the Aggressive option will give a diplomatic voiced / tone version of the Aggressive option.


There was basically a running score for which value was the highest, and whichever value was the highest, was your dominant tone.

So you start off at 0 0 0 for each

Pick 2 diplomatics and you get 2 0 0
THen pick an aggressive and you get 2 0 1 (and diplomatic is still dominant).
Pick 4 sarcastic lines, and now it's 2 4 1 and sarcastic is the dominant tone.


As for "picks the diplomatic line that follows," in the first dialogue where you're arguing about what to do just before Aveline and Wesley, there are "dominant tone" lines, but they are automatically spoken. So when you pick your first diplomatic/aggressive/sarcastic line, the line immediately following will be of the dominant tone line (as it's an automatic line).

#8
Allan Schumacher

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It doesn't appear to be super well written.

In order to change dominant tone, you need to accrue more points in one form than another. I don't remember the full details, so maybe it does need to exceed the previous tone by double in order to change the tone.

Still, I think people are grasping too much to the "activate that version of Hawke's voice." That just means that, for the times that the dominant tone is used. It doesn't mean that the player's dominant personality is used all the time.

#9
Allan Schumacher

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And if I'm not mistaken, doesn't the dominant stack get cut in half at the end of each act? I seem to recall reading that somewhere.


I wouldn't be surprised. There might be some details like this that I can't recall or was never fully aware of since it didn't directly apply to what I was working on.

#10
Allan Schumacher

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Okay, I think I get the distinction being made, but it is coming across as splitting hairs to me.

You have Hawkes dominant tone well established as Diplomatic. You decide to pick an Aggressive response, the line spoken immediately following you picking the paraphrase is the same Aggressive line that anyone picking that would get, but the next bunch of lines spoken by Hawke before you get to make another choice are all Diplomatic in tone. That's the difference?

I don't think that is that fine of a distinction, but I CAN see the sunlight between the two, so I'll accept that I was oversimplifying what the guide was telling me (or, maybe more accruately, extrapolating too far what it actually said)...

Fair enough.


Sorry, the example I mentioned was specifically for the first choices you get in the prologue, so it's not possible to have a "dominant tone well established" at that time.

So I don't think it's splitting hairs, as from your own quote (emphasis mine)
page 160 -"The first dialogue choice you make sets Hawke's personality. If your first pick is a Diplomatic option, for example, Hawke's voice will adopt the diplomatic line that follows. As you keep choosing similar options at the dialogue wheel, they "stack." If you were to decide to change your personality later on, it would take more than twice the amount of (either Humorous or Aggressive) dialog lines to active that version of Hawke's voice."

It seems clear to me that the guide is specifically talking about the first dialogue options, not all dialogue options, during that passage.

So no, the difference is not that the "next bunch of lines spoken by Hawke before you get to make another choice are all Diplomatic in tone." The majority of lines chosen in the game do not have a bunch of lines spoken by Hawke before you get to make a choice. So to be clear, the example I was referring to was the one it seems the guide was referring to: the very first conversation choices.

In fact, the majority of the PC lines spoken in the game are spoken with the tone chosen at any given time, not the dominant tone.

Modifié par Allan Schumacher, 25 mai 2013 - 06:42 .


#11
Allan Schumacher

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Hold on. That part of the guide wasn't a walkthrough or anything. It was in the strategy section. It's not talking about the prologue, it was speaking to Hawke's personality and the conversation system in general.


That's fine. It still makes reference to Hawke's first dialogue option. It doesn't have to be a part of a walkthrough in order to make reference to the first line that the system comes into play.

Because NEITHER of those is how the whole section of the guide reads for me, nor what i understood from all the marketing and talk of dominant tone for DA2 when it was released.

Allan, I know you are trying to help, and I appreciate it, but I'm getting MORE confused by your clairifications.

Why did you grab the word FIRST so strongly there? The next paragraph in the guide, the one I didn't quote but Dave of Canada is referencing, says that the stack is halved at the start of each new act.


I grabbed the word first, because you seem to think it's referring to something more than a mere reference to the first time the system comes into play.

I think you need to Occam's Razor your interpretation of what you read in the strategy guide, because you seem to think that my explanation, and what the guide said, aren't in alignment. They are, but you seem to be reading more into the words. At least the passage that you quoted from page 160 anyways.

To rephrase the section from the strategy guide that you quoted:

There is a dominant tone system in the game, which starts with your very first dialogue choice. Which ever option you pick adds a value to that tone, also setting your dominant tone. To establish a new dominant tone you must pick enough dialogue options that are of a different tone to exceed the dominant tone's value.

The tone scores also appear to be halved at the end of each act, which means it'll be easier to change your dominant tone at that point.


So, imagine (for simplicity) that every time you pick a tone option, you add one (1) to the score for that tone.

At the start of the game, you have the following values:
Diplomatic: 0
Humourous: 0
Aggressive: 0

At your first dialogue option, you pick something. Lets pick Humourous. This adds +1 to the Humourous tone score. So now we have:
Diplomatic: 0
Humourous: 1
Aggressive: 0

As this was our first use of the tone wheel, picking humourous has set our dominant tone to Humorous (I show this with the bold). We will now use humourous lines for some of the auto dialogues, as well as the choice responses. Some NPCs may even reference our dominant tone in their lines.

Now, we have another dialogue response. We have picked... Diplomatic. So now we have:
Diplomatic: 1
Humourous: 1
Aggressive: 0

Humorous remains our dominant tone, because we have a tie and the way we resolve our ties is by keeping which ever one you chose first. Now we pick an aggressive option.

Diplomatic: 1
Humourous: 1
Aggressive: 1

Humourous remains dominant, since it was the first. Lets pick an aggressive:


Diplomatic: 1
Humourous: 1
Aggressive: 2


Aggressive is now leading, and has become the dominant tone. (Note: there may be some specifics with the algorithm here that I don't necessarily recall. They may have made it so you have to exceed the dominant tone by double or some other measurement. This detail of the system I never had to worry about, so I never really knew these finer details. At this point, however, it's just semantics). So the values "stack" in that, by picking more options, you keep adding 1 to the existing value.


Now, if I understand the "halving, at the end of the act." Lets assume that, right at the end of Act 1, we have:

Diplomatic: 10
Humourous: 18
Aggressive: 13


Then, once we start act 2, the values will have changed to:

Diplomatic: 5
Humourous: 9
Aggressive: 6

As such, you retain your previous dominant tone, but 6 aggressive choices to change to an aggressive tone, you only need to make 4. As such, it's easier to change your dominant tone after an act change.


What I am feeling certain of is that you are trying to explain that dominant tone was rarely used at all in DA2. At which point, if that is what you are trying to say and that is the truth, why was it used AT ALL and spoken of as a feature?


I'm not saying it was "rarely" used. I'm saying that the idea that some people had, that ALL lines of dialogue were influenced by the dominant tone, is incorrect. There were posters in this thread that thought it meant that we had to record 3x the VO for each dialogue response, which isn't the case.

I certainly wouldn't say it was used "rarely," but it certainly wasn't used 100% of the time, and I'd wager not even a majority of the time. I mean, I guess it depends on what you mean by "rarely" but, for example, if it was only used 10% of the time, it's not so significant to balloon our VO costs, but I certainly wouldn't describe it as rarely, nor would I say it's splitting hairs over your interpretation of the system.

As for why it was done? Probably to provide a degree of replayability and allowing the game to respond in a certain why based on the prior choices that the player made. For some, it worked and they liked it. For others, it compounded issues they had with the wheel in general.

I didn't really follow the forums so I don't know how much it was talked up prerelease. However, given that I actually found out about the system myself by accident (localization couldn't get a line to play right in the prologue, and I noticed I was getting a different line, so I investigated). I'd be surprised if it was heavily communicated out as a feature since it didn't seem to be really all that known even internally. But like I said, maybe I was wrong.

The dominant tone discussions more seem to be a manifestation of the repeated discussions about the pros and cons of the dialogue wheel and its use in DA2.