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A New dialogue wheel with 9 options?


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#101
N7recruit

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KoyoteN7 wrote...

I definitely understand the complaints, but I believe Bioware could improve on the concept instead of getting rid of it completely. I feel like the next progression in RPGs is seeing your character develop (with you of course having the main input and steering that growth), especially when your character is voiced. I also think auto-dialogue was nicely implemented in DA2, introducing "small talk" and was not that obtrusive. Having a dialogue whee for every little remark is impossible really and auto dialogue helps bridge that gap.

Also @sylvius, I guess you are sarcastic but I actually loved that unfocused plot of DA2, I am sick and tired of saving the world for the gazilionth time.

I really hate the fact that Bioware is so affraid of fan backlash that they are now never going to move the genre forward and are going back to their usual RPG formula. Not saying it feels like it's going to be a bad game, I am certain it will be great but so far from what little information we have, maybe a little too safe. DA2 was so underrated in some things...


I liked DA2's plot it was just that none of the quests tied back to the Main conflicts of each act onough or at all & the tale of Hawkes Rise to Power as He/She dosn't really have any other than being a bussy body for everyone else to provide for their family.

An Example is how the Hawke family is either dead or gone, which I feel didn't really contribute anything meaningful to Hawkes story. Maybe to show the isolation of being a larger than life figure or how powerless Hawke really is.

But as it was ment to be a more personal story, the Estate being devoid of the family atmosphere 
led me to question why Hawke was still doing the City's bussy work if their main motivation, to Protect and Provide for their family, was either all dead or mostley dead with 1 long distance sibling.
That motivation was the theme of the ENTIRE first act & it was non existant in Act 2 until Leandra Died & then it just stopped. Beth or Carver showing up in Act 2 & 3 was nice but it didn't feel like enough was done with them.

Sorry for Rambling but the Save the World Stories, while being over used do provide a sence of agency for the player & focus for the narritive so long as their is no bait & switch bull crap(ME3:bandit:)

#102
Giga Drill BREAKER

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I vote they get rid of the dialogue wheel and go back to the way Origins did dialogue.

#103
KoyoteN7

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@N7recruit

Oh I absolutely agree that DA2 didn't have good enough execution but the ideas were there and they only needed more time to polish everything. That's why releasing Dragon Age games in 18 months is not feasible but DA3 will have what 3 years of development and working and improving on those unique ideas (as you mentioned friendship/rivalry) is better than simply throwing them away.

#104
mikeymoonshine

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It is annoying having to choose between sickly sweet, Comedy **** and Mr overly aggressive and unnecessarily nasty. Plus sometimes you just wish their was a nicer way of saying you don't think mages should be freed! (if that is the opinion of the character you are playing)

#105
MerinTB

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Okay, let's back up.

1st - Fast Jimmy said that when your dominant tone is, say, Aggressive, that even if you choose a Humorous response, your dominant tone is still Aggressive and colors all of what Hawke says.
2nd - David Gaider says this is wrong.
3rd - I said that, as I read the Official Guide to DA2, that was the impression I got from the explanation of Hawke's Personality, and asked that, if that was wrong, how did Hawke's Personality work?  As per others pointed out that this was wrong, in regards to the line immediately following the choice of Humorous, I said that it was STILL how I read the description and asked for clarification on Hawke's Personality.
4th - Allan, you responded pretty much the same thing.  That is, that the tone immediately following the choice of Humorous will be Humorous regardless of dominant tone.
5th - Though I called it a minute distinction on what I was taking from the guide and what Fast Jimmy had said, I admitted I was wrong in my interpretation of what the guide had said (overextrapolated it, if you will) and accepted that the tone choice in dialog affected the stack and ONLY the immediate line, with everything else being influenced by the dominant tone.
6th - Here's where I get confused - Allan, you responded to me with this

"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."

Let's just forget all the emphasis you place on the word first as well as my responding to said emphasis, that just is super-confusing.

Is dominant tone used often or barely?

Does the stack matter hardly at all?

Does the choice of tone in a given dialog option:
- add to the stack?  This seems to be universally accepted in this discussion
- affect the immediate line spoken after the choice you make?  This ALSO seems to be universally accepted in this discussion
- affect the lines following the first line spoken after the choice if it doesn't change the balance of the stack enough to change the dominant tone?  affect the auto dialog outside of conversations if it doesn't change the balance of the stack enough to change the dominant tone?

Because when you say the following -

Allan Schumacher wrote...
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.


Which doesn't disagree with anything I said from the start.  I initially extrapolated MORE than that, but what you say here is congruant with all that I've been saying, so you aren't clarifying anything.  

It's like as if I said a car was red and also shiny and clean, and you are now going to great lengths to make me understand that the car is red.  

Let's take the stack and how the dominant tone is decided... as given and universally understood.  And then we can stop wasting time writing number charts.  I don't think this was ever in disupute, ever.  If you think I was disagreeing with how the numbers for the stack worked, I'll clarify - that was NEVER the question for me. :P

So, again, what I've been trying to figure out is WHEN dominant tone took affect, and WHICH LINES it altered.

Not HOW dominant tone was determined.  Not WHEN it was determined.

There's no need for Occam's Razor.  I'm not trying to understand a phenomenom and needing to choose the less complicated versus the more convoluted explanation.  Whether dominant tone was used to decide all lines of dialog or just auto dialog, or however it worked, is not a choice between simple or complex.

Unless you are trying to say the more simple or more complex USE of dominant tone... as in, how much more effort would be needed to be put in to the extra lines of dialog for more use of dominant tone chosen responses.  But, honestly, that can of odd use of Occam's Razor would then lead one to decide that shooter games would only ever use one kind of gun, one kind of ammo, and you'd only fight one kind of enemy because of, you know, parsimony. :pinched:

#106
AlanC9

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DinoSteve wrote...

I vote they get rid of the dialogue wheel and go back to the way Origins did dialogue.


So noted. Bio votes no. Now what?

#107
AlanC9

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MerinTB wrote...
Does the choice of tone in a given dialog option:
- add to the stack?  This seems to be universally accepted in this discussion
- affect the immediate line spoken after the choice you make?  This ALSO seems to be universally accepted in this discussion
- affect the lines following the first line spoken after the choice if it doesn't change the balance of the stack enough to change the dominant tone?  affect the auto dialog outside of conversations if it doesn't change the balance of the stack enough to change the dominant tone?


What made you come up with the italed bit? I don't remember anyone saying or implying that those were possibilities.

#108
Sylvius the Mad

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AlanC9 wrote...

DinoSteve wrote...

I vote they get rid of the dialogue wheel and go back to the way Origins did dialogue.

So noted. Bio votes no. Now what?

Those of us who like the old way continue to make that preference known, so that it maintains visibility in the community and new gamers are made aware that such as design is even possible.

#109
Fast Jimmy

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AlanC9 wrote...

DinoSteve wrote...

I vote they get rid of the dialogue wheel and go back to the way Origins did dialogue.


So noted. Bio votes no. Now what?


This isn't a democracy. This is a cheer-o-cracy!

#110
Enigmatick

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Fast Jimmy wrote...

AlanC9 wrote...

DinoSteve wrote...

I vote they get rid of the dialogue wheel and go back to the way Origins did dialogue.


So noted. Bio votes no. Now what?


This isn't a democracy. This is a cheer-o-cracy!

 

I'm going to have to ask why you quoted Bring it on, Jimmy.

#111
Riknas

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AlanC9 wrote...

DinoSteve wrote...

I vote they get rid of the dialogue wheel and go back to the way Origins did dialogue.


So noted. Bio votes no. Now what?


We move on and think of new ways to improve upon the system.

#112
MerinTB

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AlanC9 wrote...

MerinTB wrote...
Does the choice of tone in a given dialog option:
- add to the stack?  This seems to be universally accepted in this discussion
- affect the immediate line spoken after the choice you make?  This ALSO seems to be universally accepted in this discussion
- affect the lines following the first line spoken after the choice if it doesn't change the balance of the stack enough to change the dominant tone?  affect the auto dialog outside of conversations if it doesn't change the balance of the stack enough to change the dominant tone?


What made you come up with the italed bit? I don't remember anyone saying or implying that those were possibilities.


I was asking three questions about what happens when you make a dialog choice that affects tone (picking Diplomatic, Humorous or Aggressive), of which two weren't honest questions as we all seem to agree on the answers.

The third is doing two things, the first of which is restating the implied question in Fast Jimmy, and then subsequently my own, interpretation of what dominant tone means.  If you have Diplomatic or Aggressive as the dominant tone, and high enough as such that choosing a Humorous response doesn't change the dominant tone, does the line spoken by Hawke after you choose Humorous have a Humorous tone?  David Gaider (somehwat obliquely to my eye) said that it doesn't.  Allan and other forum goers directly said it doesn't.  I'm going to accept, with no evidence to the contrary at all and with two BioWare employees who worked on the game stating it to be so, that this is the case.

The second part of the third question, (does the tone specific dialog choice you make) affect the auto dialog outside of conversations if it doesn't change the balance of the stack enough to change the dominant tone, is in response to Allan saying this - 

 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. 


Maybe Allan misspoke (mistyped), but that reads that dominant tone has less effect than the chosen response at almost any given time in the game.

Modifié par MerinTB, 29 mai 2013 - 05:40 .


#113
Guest_Puddi III_*

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Autodialog outside of conversation depends on dominant tone. If it isn't enough to change the dominant tone then it won't affect the autodialog. Allan was referring to the lines spoken as a result of tone choices during conversation, as autodialog is not really that frequent. Doesn't seem all that confusing.

#114
Sylvius the Mad

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MerinTB wrote...

Maybe Allan misspoke (mistyped), but that reads that dominant tone has less effect than the chosen response at almost any given time in the game.

The dominant tone only had an effect when there was no chosen tone.

Each time you select a paraphrase in DA2, there is either a tone icon or a choice icon.  When there's a choice icon (a rare event), the dominant tone is used, which affects both the tone and the actual spoken line.  When there's a tone icon, however, the dominant tone has no effect at all.

That's what he was saying.  you've played the game.  You know that tone icons are a vastly more frequent occurence than choice icons were.  That difference is how often the dominant tone wasn't used for player-selected dialogue options.

#115
AlanC9

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MerinTB wrote...
 If you have Diplomatic or Aggressive as the dominant tone, and high enough as such that choosing a Humorous response doesn't change the dominant tone, does the line spoken by Hawke after you choose Humorous have a Humorous tone?  David Gaider (somehwat obliquely to my eye) said that it doesn't.  Allan and other forum goers directly said it doesn't.  I'm going to accept, with no evidence to the contrary at all and with two BioWare employees who worked on the game stating it to be so, that this is the case.


Wait... when you say the line spoken by Hawke after you choose Humorous you mean the line right after? The one the choice of Humorous pertained to? Or do you mean a later line in the same conversation?

I'm going to presume that you meant the latter.

 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. 

Maybe Allan misspoke (mistyped), but that reads that dominant tone has less effect than the chosen response at almost any given time in the game.


Saying "at almost any given time in the game" sounds like you're confusing yourself again. Time in the game is a terrible way to think of this; any individual line is either 100% set by the preceding tone choice or 100% set by the dominant tone. 

Modifié par AlanC9, 29 mai 2013 - 07:42 .


#116
PSUHammer

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I am amazed that some of you pay so much attention to this kind of stuff (excluding the people who get paid to, of course!)

#117
kinderschlager

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urk! too much techno babble, run away!

#118
Sylvius the Mad

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PSUHammer wrote...

I am amazed that some of you pay so much attention to this kind of stuff (excluding the people who get paid to, of course!)

Controlling what your characters says or does is kind of the whole point of roleplaying, is it not?

Modifié par Sylvius the Mad, 31 mai 2013 - 05:48 .


#119
Naitaka

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Sylvius the Mad wrote...

PSUHammer wrote...

I am amazed that some of you pay so much attention to this kind of stuff (excluding the people who get paid to, of course!)

Controlling what your characters says or does is kind of the whole point of roleplaying, is it not?


Which is one of the reason why the whole cinematic approach Bioware has taken in recent year always break me out of the type of roleplaying I wish to engage in in their games and why I'd always prefer for them to go back to a more tradtional dialogue system as long as they allow for character creation.

Modifié par Naitaka, 31 mai 2013 - 06:01 .


#120
Plaintiff

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They should have a rotating wheel that cycles through infinite options. That way, players can click through it, searching for the perfect response until they die.

#121
Sylvius the Mad

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Plaintiff wrote...

They should have a rotating wheel that cycles through infinite options. That way, players can click through it, searching for the perfect response until they die.

This highlights perfectly, I think, the costs of the voiced protagonist.

With a silent protagonist, we did have effectively infinite options.  Moving to a voiced protagonist without sacrificing player freedom would have required this infinite wheel, an obviously impossible design.

#122
PSUHammer

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Sylvius the Mad wrote...

PSUHammer wrote...

I am amazed that some of you pay so much attention to this kind of stuff (excluding the people who get paid to, of course!)

Controlling what your characters says or does is kind of the whole point of roleplaying, is it not?


To some extent, I guess.  I just want to have fun playing a game, whatever that means.  My point was more about how some of you guys really invest a lot of time focusing on minutia.  To each his own.  Posted Image

#123
Sylvius the Mad

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The minutia is the fun part.

#124
MerinTB

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Sylvius the Mad wrote...

MerinTB wrote...
Maybe Allan misspoke (mistyped), but that reads that dominant tone has less effect than the chosen response at almost any given time in the game.

The dominant tone only had an effect when there was no chosen tone.

Each time you select a paraphrase in DA2, there is either a tone icon or a choice icon.  When there's a choice icon (a rare event), the dominant tone is used, which affects both the tone and the actual spoken line.  When there's a tone icon, however, the dominant tone has no effect at all.

That's what he was saying.  you've played the game.  You know that tone icons are a vastly more frequent occurence than choice icons were.  That difference is how often the dominant tone wasn't used for player-selected dialogue options.


I played the game three times, one for each tone and each class (and each finished DA:O playthrough I had.)

I honestly had confirmation bias in assuming that the lines were ALL being delivered in the dominant tone, even after I made a non-dominant tone tone choice.  I knew what the marketing had said, I knew what the official guide said, and I apparently grossly misinterpreted what this meant.

So I had the illusion working that the Hawke's generic 1 of 3 tone matched the 1 out of the 3 that I had playing said character as.

I didn't keep a notebook on how often toneless vs. toned choices happened, no, so I hadn't noticed.

This is a case of me being clearly wrong AND buying into what appeared to be hype to me.  If it happens as little as what I'm being corrected on in this thread, then I still have to ask - why the hell was it included at all, and why did anyone bother to even mentioned it in BSN, marketing, or the official guide.

Seems like a very wasted opportunity.  Again, I loved how Blade Runner did the tone thing.

#125
Sylvius the Mad

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MerinTB wrote...

If it happens as little as what I'm being corrected on in this thread, then I still have to ask - why the hell was it included at all, and why did anyone bother to even mentioned it in BSN, marketing, or the official guide.

Because if it hadn't been included, and hadn't been widely promoted, then there would have been widespread complaints about those lines where the player wasn't consulted on tone.

The dominant tone system existed purely to give us some influence over lines where we would not otherwise have had any influence at all.