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Will we be able to make choices without using the Dialogue Wheel?


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#1
N7recruit

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 I recently watched a review of Bioshock infinite by a youtuber called Matthewmatosis.(V good Reviewer, you guys should check out his videos)
In it he critized the Raffle scene both for its content & more importantly the mechanics of how the player makes the choice. Basicly, the games use of massive button prompts instead of using the primairy "Point & Fire Projectiles" mechanic from every shooter ever that we are all familiar with at this stage. & how the game treats the players as absolute morons

He speculated that had the player been given the base ball and told "Throw it", many more people would have thrown it at the interracial couple due to pressure form the game. Not realising that throwing the ball at Fink would be an option.

Other games like Spec ops the line, Odd world & even Splinter Cell double agent on the 360 had choices where there were no flashing icons telling you "IMPORTANT MORAL CHOICE AHEAD. YOU, THE CHOSEN ONE MUST MAKE YOUR DECESION." There was no disconnect between the player & the ingame protagonist, you were in their shoes there in the moment.

I'm not critizing how we as the players make choices in Bioware games, as the choices themselves normally have to bring results the player expects for claritys sake. But maybe instead of outright asking us: 

"Inquisitor! The villiage is burning & the apostate is escaping but there is a family of Elves trapped in that collapsing tower! What will we do?!?!"

Maybe sometimes just let the player chose while still in gameplay. Don't hide the situation/choices away too much, still show them but maybe do it without jumping to a cutscene with dialogue choices to so it as I personally feel that these " The Pressure's on, in the moment" Choices reflect more on the player.

+ the whole "Joy old Discovery" thingy :lol:

#2
In Exile

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The problem is that the game has to make it clear how you can interact with the world before players start going off the beaten path and interacting with the world. There's a give-and-take that exists between the player and the game as much as it exists between the character and the other in-game characters.

Often, in a tutorial level, when [x] tells you to do a certain thing, that's your only option. It's ingrained behaviour because almost all games keep you heavily on rails. If there has to be a change here, the game has to make it clear to you.

#3
Taleroth

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This is something I like to push for whenever the topic comes up.

There are benefits to the UI based choice systems, no question.It's clearer that a choice is to be made, it enables you make non-standard actions, it can maybe pace better because "not doing ___" can become an action with a discrete end instead of just waiting or walking away, and it's maybe even simpler on designers to implement.

But it always seems less impactful, it highlights that you're working off a script.

In Exile wrote...

Often, in a tutorial level, when [x] tells you to do a certain thing, that's your only option. It's ingrained behaviour because almost all games keep you heavily on rails. If there has to be a change here, the game has to make it clear to you.

I don't think you give players enough credit. Usually I find that even when they mistakenly fail to realize a choice was allowed, they usually are appreciative of it in hindsight, so there's nothing really lost.

The standard reaction tends to be "I could do WHAT? Well, now I need to replay it!"
And for players who figured it out on their own, they feel they did something special.

Modifié par Taleroth, 27 août 2013 - 03:23 .


#4
Maria Caliban

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I don't think that holds true for the specific example, In Exile. Players can be presumed to know that if they can toss the ball at a couple, they can toss the ball at Fink. You have to assume a certain level of literacy.

That said, I'm not sure I agree with the basic criticism. Yes, they could just let you toss the ball at the couple, Fink, the crowd, or the police, but that doesn't mean it's the best narrative decision. The point of the button here is that it takes you out of the gameplay mode you've been playing in.

#5
The Antagonist

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Keep it to the dialogue wheel please. I was playing Blops 2 recently and there was a scene where you could kill a masked man. I didn't want to kill him but I didn't know how not to.

#6
In Exile

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Taleroth wrote...
The standard reaction tends to be "I could do WHAT? Well, now I need to replay it!"
And for players who figured it out on their own, they feel they did something special.


Then I'm very atypical, because there are few things that annoy me more than when a game fails to communicate what it actually leds me do. Not that I often miss these things. 

Maria Caliban wrote...

I don't think that holds true for the specific example, In Exile. Players can be presumed to know that if they can toss the ball at a couple, they can toss the ball at Fink. You have to assume a certain level of literacy. 


I wasn't thinking about the Bioshock example in particular. Just cases where the game gives you an objective when, instead, there are other ways to acomplish your goal without the game ever letting you know that there are multiple ways to achieve a goal, some of which are hidden. 

Basically, I think a game needs to communicate how on rails it actually is, and whether instructions to the character are in-game character interaction or communications directly to the player about objectives needed to advance the game.