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A New dialogue wheel with 9 options?


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#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
hexaligned

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Not if they are going to stick to their guns about having VO for the PC. Way too much of a resource sink, imo.

#3
Guest_EntropicAngel_*

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It's been suggested before, but as relhart says, it's too much. They're already doing three times as much work for each single line of dialog. Tripling that is simply an unreasonable...resource sink, as relhart says.

Though of course it would be wonderful if they could do it.

#4
N7recruit

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relhart wrote...

Not if they are going to stick to their guns about having VO for the PC. Way too much of a resource sink, imo.



It would be VERY expencive I agree, but it would be pretty cool to have a wider range to tools to customise out Character wouldn't it? If a voiced P.C is why we have such generic Characters like Shep & Hawke, then id take a scilent protagionst any day

#5
N7recruit

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EntropicAngel wrote...

It's been suggested before, but as relhart says, it's too much. They're already doing three times as much work for each single line of dialog. Tripling that is simply an unreasonable...resource sink, as relhart says.

Though of course it would be wonderful if they could do it.


A Gamer can dreamB) but would you change the way it is presented now?

#6
Battlebloodmage

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I prefer voiced protagonist since the tones of the conversation oftens become very passive and one-sided with silent protagonists. Why your suggestion sounds interesting, 9 options just simply is too much. Bioware's strategy seems to be to make games for the one-time player only, so I doubt they would present that many options for replayability. 

Modifié par Battlebloodmage, 23 mai 2013 - 07:54 .


#7
Guest_EntropicAngel_*

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N7recruit wrote...

A Gamer can dreamB) but would you change the way it is presented now?


Do you mean the way it is presented in the game, or your suggestion? Yes then no.

#8
N7recruit

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Battlebloodmage wrote...

I prefer voiced protagonist since the tones of the conversation oftens become very passive and one-sided with silent protagonists. Why your suggestion sounds interesting, 9 options just simply is too much. Bioware's strategy seems to be to make games for the one-time player only, so I doubt they would present that many options for replayability. 


The Problem for me is that I only buy games that I am goint to repaly allot. Currently on the now Kotor 2 restored content mod 1.8.2 I think its called. The "60 bucks for 4 to 8 hours" or  " 60/80/100 bucks for 1 play through" dosn't really cut it for me any more

#9
Vit246

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Jesus, all of these ideas about the dialogue wheel and because of VO....

They should've just stuck to the silent full-text.

#10
N7recruit

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Vit246 wrote...

Jesus, all of these ideas about the dialogue wheel and because of VO....

They should've just stuck to the silent full-text.


I'm not against a Voiced P.C., but I just don't like the "Box" we have to play out characters in. 

#11
DatOneFanboy

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9 dialogue options? yeah why not except that its never going to happen

#12
N7recruit

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DatOneFanboy wrote...

9 dialogue options? yeah why not except that its never going to happen


But We can Dream!!! :lol: Imagine it, 9 options....:wub: (Kinda unrealistic I Know:()

#13
Cainhurst Crow

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You know 9 dialouge options is something the current wheel can already do, right?

#14
N7recruit

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Darth Brotarian wrote...

You know 9 dialouge options is something the current wheel can already do, right?


I mean 9 ways to progress the conversations that are usually mapped to the right side of the wheel, 3 different actions but with 3 different tones for each action mapped to 3 different buttons

#15
Cainhurst Crow

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N7recruit wrote...

Darth Brotarian wrote...

You know 9 dialouge options is something the current wheel can already do, right?


I mean 9 ways to progress the conversations that are usually mapped to the right side of the wheel, 3 different actions but with 3 different tones for each action mapped to 3 different buttons


Why?

#16
N7recruit

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Darth Brotarian wrote...

N7recruit wrote...

Darth Brotarian wrote...

You know 9 dialouge options is something the current wheel can already do, right?


I mean 9 ways to progress the conversations that are usually mapped to the right side of the wheel, 3 different actions but with 3 different tones for each action mapped to 3 different buttons


Why?


For more control over how one could define their protagionst. It's just that I don't like how limited our control over shepard and hawke were. Both being very static, Limited in emotion & Lack of Action. Like how most exchanges end the exact same way but you just said different things.

#17
Tinxa

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I'd rather have the persuasion option back and maybe also different dialogue options based on your character's stats. High intelligence (or something else) for example and your character would get an additional option like: "You're not asking me to save your daughter out of concern, you are just afraid your noble family is going to look bad". The quest doesn't change (maybe just some quests do), just your perception of the NPC turns from concerned father to heartless nobleman.

#18
Sylvius the Mad

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Darth Brotarian wrote...

N7recruit wrote...

Darth Brotarian wrote...

You know 9 dialouge options is something the current wheel can already do, right?

I mean 9 ways to progress the conversations that are usually mapped to the right side of the wheel, 3 different actions but with 3 different tones for each action mapped to 3 different buttons

Why?

Because, now, we're wed to a specific tone for each different thing we want to say.  WIth the OP's suggestion, we could choose what we say and how we say it separately, allowing greater nuance.

#19
Lobos1988

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"presses A"... and PC gamers always have to hear people yapping about how they assume everyone is a PC gamer :P

#20
Fast Jimmy

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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.

We do know they are not bringing back the dominant tone. Who is to say this won't wind up with us having vastly more dialogue options?

I'm not counting on it, but I'd say it isn't TOTALLY unreasonable.

#21
N7recruit

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Fast Jimmy wrote...

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.

We do know they are not bringing back the dominant tone. Who is to say this won't wind up with us having vastly more dialogue options?

I'm not counting on it, but I'd say it isn't TOTALLY unreasonable.


Yeah, I proably am guilty of dismissing any automated dialogue as lack of player control which I don't like. TBH my bief is more with the ME series but in the interview David Gaider did with koobismo he said that he thinks the Control the player has over what P.C. says should be abo****e or none at all. I'm para phrasing but thats the gist of what he said. The interview is really good if you havent already cheaked it out  

#22
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Tinxa wrote...

I'd rather have the persuasion option back and maybe also different dialogue options based on your character's stats. High intelligence (or something else) for example and your character would get an additional option like: "You're not asking me to save your daughter out of concern, you are just afraid your noble family is going to look bad". The quest doesn't change (maybe just some quests do), just your perception of the NPC turns from concerned father to heartless nobleman.


Normally I'd agree with you but I feel if those options were presented in the dialogue wheel it would spell out " PICK THIS TO WIN" I love the consept of stats mattering in conversations but I just feel the interface needs to be changed a bit first. 
In DA2 with the <3 icon I couldn't shake the image that the Writers are like "Hitch" talking to me through an ear peice telling me the right thing to say:lol:

#23
Cainhurst Crow

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N7recruit wrote...

Darth Brotarian wrote...

N7recruit wrote...

Darth Brotarian wrote...

You know 9 dialouge options is something the current wheel can already do, right?


I mean 9 ways to progress the conversations that are usually mapped to the right side of the wheel, 3 different actions but with 3 different tones for each action mapped to 3 different buttons


Why?


For more control over how one could define their protagionst. It's just that I don't like how limited our control over shepard and hawke were. Both being very static, Limited in emotion & Lack of Action. Like how most exchanges end the exact same way but you just said different things.


Would the otehr characters react differently for each subtone option picked?

#24
N7recruit

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Darth Brotarian wrote...

N7recruit wrote...

Darth Brotarian wrote...

N7recruit wrote...

Darth Brotarian wrote...

You know 9 dialouge options is something the current wheel can already do, right?


I mean 9 ways to progress the conversations that are usually mapped to the right side of the wheel, 3 different actions but with 3 different tones for each action mapped to 3 different buttons


Why?


For more control over how one could define their protagionst. It's just that I don't like how limited our control over shepard and hawke were. Both being very static, Limited in emotion & Lack of Action. Like how most exchanges end the exact same way but you just said different things.


Would the otehr characters react differently for each subtone option picked?


Hopfuly, yeah. Maybe to save resources these could be special occurances at the end of a quest to stop all the dialogue from it getting out of control but I'd really like to have these when talking with NPC's or Companions especially so you can define your character & their relationship with said person.
This might feel out of place in this fourm section but I felt the Auto Bro mance with Garrus cheapned the friendship and was a bit forced, I think hes alright but the fact that Shep was BFF with him or that he would never question you felt... predetermined, that you had no control over where it was going.
The DA franchise do it Alot Better in my opinion but their characters tend to get over looked as its not an ongoing sequence of games with the same Characters & P.C.

Sorry for rambling but yeah, more options to define our protagionst & his/her relationship with others & the would around them is what I would like. ( Its simple really:P) 

#25
Tinxa

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N7recruit wrote...

Tinxa wrote...

I'd rather have the persuasion option back and maybe also different dialogue options based on your character's stats. High intelligence (or something else) for example and your character would get an additional option like: "You're not asking me to save your daughter out of concern, you are just afraid your noble family is going to look bad". The quest doesn't change (maybe just some quests do), just your perception of the NPC turns from concerned father to heartless nobleman.


Normally I'd agree with you but I feel if those options were presented in the dialogue wheel it would spell out " PICK THIS TO WIN" I love the consept of stats mattering in conversations but I just feel the interface needs to be changed a bit first. 
In DA2 with the <3 icon I couldn't shake the image that the Writers are like "Hitch" talking to me through an ear peice telling me the right thing to say:lol:


Yes that is true. Sometimes I feel it would be better to lose the icons and randomise the choices (maybe the top choice is "kill" sometimes).
I feel the icons take the thinking out of dialogues. You don't think what the PC will say, you just automatically click on the middle option if you're playing sarcastic Hawke... because you're playing sarcastic Hawke.
Another thing that could work is if some NPCs just stopped talking to you if you insult them with an inappropriate comment. Maybe it's not the best time to crack jokes while talking to a mother that just lost her son so she doesn't give you the sidequest. Some NPCs would only respond to threats, while some would like the jokes. So if you choose the wrong approach you would "fail" the conversation.