Which is no loss to me, and I get a more expressive character.
Modifié par Filament, 30 juillet 2013 - 06:30 .
Guest_Puddi III_*
Modifié par Filament, 30 juillet 2013 - 06:30 .
Fast Jimmy wrote...
Gender, in the ME series especially (less so in the DA one, but still much the case) has incredibly little effect on options, gameplay or content. Romance is one of the very few arenas where this comes into play, and even then, those were limited, as the vast swath of romanceable characters are "player" sexual.
First of all, you're using an extreme example. What about subtle differences in tone? To express skepticism, or mockery, the tone might change only a tiny amount, and could easily be missed by listeners.Tvorceskiy wrote...
In DAO you could choose whatever line you wanted, for example choosing 'I'm sorry' in response to Alistair's loss of Duncan. In your head your character could be saying it with a ****-eating grin and dripping with sarcasm but that doesn't change how Alistair reacts to it; he reacts as if what you said was sincere. If your character had actually said it the way you 'wanted' to he'd most likely react poorly.
But we don't know what he'll say. We often have no idea what he'll say.So how is having a voiced PC any different? A voiced PC can actually speak in a tone of voice, and thanks to the dialogue wheel you know whether it will be sarcastic, sincere, or down right rude and you know how the other character will react.
The captions could still contradict us if we're not able to choose the full line. As long as we have obfuscatory paraphrases, there's no way to make the game work.For a lot of people having a voiced PC helps with the immersion process, and if you dislike it then mute the voices and stick with the captions. You don't HAVE to listen to the voices if you don't want to.
If you can plausibly deny it, how do you know it was happening in the first place?Filament wrote...
To me, the game is telling you you were wrong either way, the voiced protagonist just takes away your ability to be in denial of that.
Guest_Puddi III_*
Sylvius the Mad wrote...
Second, Jimmy's right - there's no way to know why Alistair responded as he did. We can't read his mind.
But we don't know what he'll say. We often have no idea what he'll say.
The captions could still contradict us if we're not able to choose the full line. As long as we have obfuscatory paraphrases, there's no way to make the game work.
Darth Brotarian wrote...
So your saying that the only measurable way we can actually gauge what our character says in a silent protag game, the other characters reactions, don't matter. Oh that is rich.
I'm playing kotor and it's silent protag glory, and it sucks. My character is the worst part of the game because of how uninteresting he is. These alive cities the budget would supposedly get spent on aren't any more alive than the citadel from mass effect, which has a voiced protagonist. In fact dragon age origins had an even smaller, less alive feeling place than the citadel from all three mass effect games, no matter which one you pick.
Where's this boost of quality that's suppose to come from having a silent protaganist again? I'm failing to see it.
Modifié par o Ventus, 30 juillet 2013 - 07:42 .
Guest_LindsayLohan_*
LindsayLohan wrote...
Silent protagonist would from an analysis point of view bring out more fleshed out dialogue. This is because there is less voice over work to concentrate on. Remember how mass effect 3 had only 2 dialogue options? Or how you could choose different races in dragon age origins? Imagine creating voices for all classes both male and female?
Guest_LindsayLohan_*
o Ventus wrote...
LindsayLohan wrote...
Silent protagonist would from an analysis point of view bring out more fleshed out dialogue. This is because there is less voice over work to concentrate on. Remember how mass effect 3 had only 2 dialogue options? Or how you could choose different races in dragon age origins? Imagine creating voices for all classes both male and female?
Get 2 voice actors and have them read from the same script (besides the obvious gender differences), like in ME. There was no reason at all for ME3 to have 2 picks in each dialogue, when both of the previous games featured at less 3 in 95% of the conversations. As far as races go, all they would need to do is take the default human voice and modify it in-studio. They don't need to re-record an entirely new actor.
Modifié par Darth Brotarian, 30 juillet 2013 - 08:08 .
Fast Jimmy wrote...
Darth Brotarian wrote...
So your saying that the only measurable way we can actually gauge what our character says in a silent protag game, the other characters reactions, don't matter. Oh that is rich.
I'm playing kotor and it's silent protag glory, and it sucks. My character is the worst part of the game because of how uninteresting he is. These alive cities the budget would supposedly get spent on aren't any more alive than the citadel from mass effect, which has a voiced protagonist. In fact dragon age origins had an even smaller, less alive feeling place than the citadel from all three mass effect games, no matter which one you pick.
Where's this boost of quality that's suppose to come from having a silent protaganist again? I'm failing to see it.
Quoting a game from close to a decade ago with a quarter of the budget of ME3 and using that as measure of quality is a little lopsided.
Let's look at Skyrim. Skyrim has dozens of cities, forts and towns, towns where you can speak with every character. ME3 barely had that many planets to scan.
Each of these characters can react to your actions (such as stealing, sneaking, attacking, defending them from a dragon) and have schedules where they have tasks, roles a s sensitivity to night/day. NPCs in ME3 that you can't directly talk to simply stand like statues in the same place the entire game.
Skyrim let's you craft your own weapons, armor, even enchantments. ME3 gives you a dozen or so weapons with upgrades as diverse as "levels 1, 2, 3... all the way to 10!"
Skyrim has a host of skills that are not combat-centric, such as picking locks, persuasion, smithing, not to mention different ways to use magic other than smashing with a super punch at enemies. ME3... does not.
In terms of scale, Skyrim feels like a huge world, despite being one country in a huge world. ME3 feels like a cramped set of levels that you barely get to explore, despite taking place across an entire galaxy.
That's what people mean by quality.
You just said we had the ability to be in denial. That was you.Filament wrote...
Plausibility is subjective
Guest_Puddi III_*
Well, I said you had the ability, actually (to be fair, I am known to be loose with words, so...). But I do not profess to be able to do it. I can't pretend my character has any intent, facial expression, tone of voice, etc. and have it work regardless of how the NPCs respond to it. It isn't plausible to me.Sylvius the Mad wrote...
You just said we had the ability to be in denial. That was you.Filament wrote...
Plausibility is subjective
As long as we have that abiliy, why not use it wherever it benefits us to do so?
How? Show me how. By what mechanism can you consistently determine how people will react and why?o Ventus wrote...
Sure we do. The tone was forced.
That paraphrases are remarkably light on information.Sure we do. That's what the paraphrases are for.
At least once per conversation.Save the odd times when the paraphrase is way off (which IS a problem),
What good is "an idea"? In order to know we're choosing an option that is compatible with the character we've designed, we need to know not only what will be said, but we need to know what won't be said. And that's something the paraphrase appears entirely incapable of providing. If I want the PC to answer a question, but do so in a way that avoids revealing some specific piece of information, or avoids displaying weakness, I can't do that with the paraphrase because I can't tell (and neither can you) whether the corresponding line doesn't do those things.the paraphrase will give you an idea of the message of the dialogue.
The problem isn't just that the paraphrase is inconsistent with the line, but that the line contains extra detail that cannot be foreseen, and that detail might be sufficient to cause the player to want to have chosen a different option.Fortunately, the paraphrase beig inconsistent with the intended message is not all that common.
ME broke my character. ME2 broke my character. DA2 broke my character.See the above. DA2 worked, and all 3 ME games worked with it.
No. KotOR. You were talking about KotOR.Darth Brotarian wrote...
Dragon age origins was made a decade ago and only had a 1/3 the budget of mass effect?Fast Jimmy wrote...
Darth Brotarian wrote...
I'm playing kotor and it's silent protag glory, and it sucks.
Quoting a game from close to a decade ago with a quarter of the budget of ME3 and using that as measure of quality is a little lopsided.
Modifié par Sylvanpyxie, 30 juillet 2013 - 09:36 .
Fast Jimmy wrote...
Many recent comments in this thread prove why Bioware shouldn't have put the voiced protagonist in DA2.
Not because it was good, bad or indifferent, but because it was a change. Some players who loved the old way of doing things and the freedom it gave are suddenly jilted by the new way. The new players are then threatened by any suggested changes to make the new feature more palatable to the fans of the old (like the negative response many DA2 fans gave at hearing the dominant tone is going to be gone).
The voiced protagonist isn't a simple feature - it is a design philosophy about how you want to create your RPG, down to its core. It is just as radical a change as changing Splinter Cell, a series about sneaking and stealth, into a FPS where you now down hundreds of enemies without batting an eye.
The genie is out of the bottle now, obviously, so Bioware is in a weird limbo where they are trying to make everyone as happy as possible while also sticking with their own wants as developers, but I still think it was a mistake to change course mid-series.
Just like if you suddenly couldn't choose your gender in ME3, but could only play male, despite the option being present up to that point in the series. It would be jarring to many, yet many others wouldn't care. And it could even allow them to make the character more "real" by halving the VA budget and tailoring the experience to being all from the male perspective. Sure, you might lose some female gamers or gamers who are all about choice... but maybe the more polished product would sell better?
But DA2 did not sell half as well as DA:O, for what reasons, we don't know. But the loss of freedom for "more personality" found in a voiced protagonist could possibly be one of those reasons.
Sylvius the Mad wrote...
No. KotOR. You were talking about KotOR.Darth Brotarian wrote...
Dragon age origins was made a decade ago and only had a 1/3 the budget of mass effect?Fast Jimmy wrote...
Darth Brotarian wrote...
I'm playing kotor and it's silent protag glory, and it sucks.
Quoting a game from close to a decade ago with a quarter of the budget of ME3 and using that as measure of quality is a little lopsided.
Sylvius the Mad wrote...
You still have total control over what he thinks and how he feels. And then you can use those states of mind to inform his choices from among the available actions.
But if even I don't have total control over what he thinks or how he feels, then the game is irrevocably broken.
Fast Jimmy wrote...
Say my character does not believe in the Maker, for instance. They believe in the Old Tevinter gods. With the silent protagonist, there are no options expressing belief in this BUT all dialogue is clearly laid out, so I know, word for word, what my character will say, so I can be sure to NOT express belief in the Maker, or the Elven pantheon, or the Dwarven Paragons, etc.
With the paraphrase system of the voice protagonist, I can choose the tone, but not the words. By choosing a diomatic tone after you mother's death in DA2, the paraphrase says something along the lines of "she is at peace" but your character actually says "She is with the Maker now." Suddenly, the character I've been playing has just violated one of their core, tenet beliefs and I, as the player, bad no idea that would happen, let alone any control over it.
Was every choice this schizophrenic? No. But all it takes is one mess up and suddenly you be one fearful of it happening with EVERY dialogue choice. You have no clue and are flying blindly in the dialogue darkness, with no sense of control on your character and more just a passive role, watching the "cool" character Bioware has written for you to through the motions of the adventure.
Modifié par In Exile, 30 juillet 2013 - 10:32 .
Sylvius the Mad wrote...
You're limited to the delivery of each line provided by the voice actor. With a silent protagonist, each line can be delivered however you'd like.
Yes, they are. But they're even more restricting when the dialogue options are tied to animations and voiced lines.In Exile wrote...
The available actions are, for the most part, incredibly restricting.
I disagree. You're not required to accept these things. You're merely required not to object openly.They are only consontant with a few narrow band of incredibly passive personalities, and at minimum require that you fully incorporate an adherence to an organization or goal that you're (typically) introduced to a fair amount after you've crafted your character.
But not that he supports the Alliance military structure, or speaks in a shouty voice, or any number of other things.The only Bioware game where this isn't true is in Mass Effect, where you know from the onset that Shepard is an Alliance Marrine.
No, it absolutely does not. Whatever your state of mind from moment to moment, there exists a wide range of possible actions you might undertake. Each moment, you undertake one of them, with some of those opportunities then lost forever.That control requires control over action...
Why do you think there's a necessary connection between thinking and action? I still don't get this....and we don't have that in games. Total control over thinking or feeling is, therefore, impossible.