Speaking protagonist! Good or bad?
#51
Posté 02 septembre 2013 - 05:37
#52
Posté 02 septembre 2013 - 05:43
#53
Posté 02 septembre 2013 - 05:44
One of those things being multiple races. So, if they make this work, I'll be fine with it.
#54
Posté 02 septembre 2013 - 05:47
ThunderfoxF wrote...
I've never had a probably with a voiced character interfering with my imagination
#55
Posté 02 septembre 2013 - 05:50
The game designers have made it VERY CLEAR that they are not changing the voiced protagonist no matter how much pants pissing they see from here.
Sorry if this has already been brought up, but don't feel like reading the whole thread and I think it needed to be said.
#56
Posté 02 septembre 2013 - 05:59
It may sound like I'm arguing in favor of silent protagonist, but I'm really not in favor of that either. I just hope the decision to have a voiced PC and 4 races isn't indicative of a major cut to PC dialogue options.
Modifié par ForceXev, 02 septembre 2013 - 06:00 .
#57
Posté 02 septembre 2013 - 06:13
SonicPaul wrote...
Speaking protagonist reduces the possibility of dialogue branches. The more the less the voice options. I think the main character of the game is to be silent in the first part. What do you think?
Enhances and i simply am done with playing 8 bit games or mute protagonist RPG.
#58
Posté 02 septembre 2013 - 06:43
#59
Posté 02 septembre 2013 - 12:07
#60
Posté 02 septembre 2013 - 12:15
KiwiQuiche wrote...
I'll only like it if they have good VA. I hated DA2 Hawke voice acting, so that perversely soured my attitude about it. Hopefully they'll do better this time.
The female Hawke VA in full sarcasm mode was quite awesome imho, never played the male version so YMMV.
#61
Posté 02 septembre 2013 - 12:21
Silent Protagonists are kinda dated.
Plus, any emoting The Warden did in DA: O looked wierd. When they emoted at all, instead of the blank stare they used few most scenes.
#62
Posté 02 septembre 2013 - 12:23
You can tell me how your NPCs feel - don't tell me how my character feels.
But I know which way the wind is blowing on CRPGs - so I just ignore the boorish voice acting for my own imagination.
#63
Posté 02 septembre 2013 - 12:27
Modifié par quickthorn, 02 septembre 2013 - 12:27 .
#64
Posté 02 septembre 2013 - 12:33
#65
Posté 02 septembre 2013 - 12:38
#66
Posté 02 septembre 2013 - 01:21
I love Dragon Age: Origins, and the extra dialogue options it gives, but I'd gladly swap it for a voiced Warden.
#67
Posté 02 septembre 2013 - 01:30
I certainly like that a silent protagonist (usually) has far more options, and you get to read the entire context of the line that you are "saying".
However, seeing you actually respond in voice is nice too. Ultimately, I would love to see the best of both worlds combined. Numerous choices where you get to see exactly what is going to be said before saying it, and then hearing it voiced by the character.
The biggest drawback to voice is you don't know what is going to be said, Sometimes you will choose the "snarky" option thinking your character will make a joke and what they say isn't funny but just "rude". That moment is jarring when its out-of-character for the direction you thought the conversation was going.
#68
Posté 02 septembre 2013 - 01:35
#69
Posté 02 septembre 2013 - 02:02
I mean I totally wouldn't mind voiced I guess if there were like 20 different voices with different attitudes and speaking manner so I could pick the one I want. But that's not gonna happen.
Oh and
Jaison1986 wrote...
Voiced. Silent protagonists too stale for my taste they lack personality.
They don't lack personality, it's just YOU that decides that personality as opposed to bioware and the actor.
Modifié par KainD, 02 septembre 2013 - 02:06 .
#70
Posté 02 septembre 2013 - 02:05
#71
Posté 02 septembre 2013 - 02:06
budzai wrote...
if you have a little imagination ..
Most people really don't.
#72
Posté 02 septembre 2013 - 02:10
On the other hand, when you design a game with a voiced protagonist in mind, you are viewing your character as well as the NPC interacted with making for a more cinematic experience as opposed to a first person feel. You get to watch your character act and react much like a show, while experiencing the benefits of a smooth cinematic flow and it works.
I think the DA2 dialogue wheel issues expressed were heavily focused on the voice itself -or- the paraphrasing as opposed to the combination the two. Not to completely disregard the pro's and con's of the pre-acted voice vs. imagination argument, but if voiced made you feel distanced from your character, the paraphrasing aspect made that disconnect even more extreme. Because DA2 used paraphrasing as opposed to revealing the actual dialogue about to be expressed, it felt more like you are controlling a character independent of you, choosing the general direction of where you want your character to take the conversation, but not really knowing what's about to happen. Like an interactive movie where you tell them "go there and agree with this guy happily" after which you would view a show of how your character chooses their own words, -words you cannot predict- and you get to watch the plot unfold between the characters. Some people prefer this and therefore choose voiced, not only because of the voice, but because they would enjoy this type of experience.
The really interesting thing they did here was the implementation of a voiced character, while keeping you 100% involved by providing the option to actually view the lines, which in turn enables you to read and think hard about what you want your character to say before clicking. You're still watching the show, only what your PC is about to say will never be a surprise. Not only does this optional feature improve your own level of involvement, you are also becoming a part of the narrative by thinking about each choice as the PC would. And because choices will have great impact in your story, it's very important you know far more than just general direction you choose for your character. I learn so much more about the story when I read and think about a line as opposed to watching the character include details I could have never known or come up with. By reading the line I am informed and involved. And since this is an optional feature, I think the pro-silent may end up finding this acceptable since it retains more informed choices while keeping the pro-voiced happy.
I personally don't want to be a spectator and learn about the story by listening to him/her speak independently, but to read and make the choice with the full understanding of any potential consequences of what will be said. I'll be both involved as well as watch the show with all the advantages the cinematic flow provides. For me this will be an interesting experience, as I've been pro silent for a while(for the DA games), playing this way will definitely make me rethink where my own preference lies.
Modifié par DahliaLynn, 02 septembre 2013 - 02:35 .
#73
Posté 02 septembre 2013 - 02:30
That means that the choice between voiced and non-voiced is a choice between more and less dialogue, and more and less content; Voice Acting was purportedly the biggest part of TOR's bloated $100 million or so budget, and the player characters of BioWare games tend to have more lines than everyone else combined.
Combine that with the need for about 8 voice actors to represent the race-class combos, and it's likely we'll be getting significantly less content than either DA:II or DA:O, sure the maps will be larger, but I'm rather worried it'll just be padded out ad naseum.
#74
Posté 02 septembre 2013 - 03:13
#75
Posté 02 septembre 2013 - 03:31
Modifié par Shadoweye28, 02 septembre 2013 - 03:32 .





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