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writing style similar to Da2?


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#226
The Elder King

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Mr Massakka wrote...

No, please no.
I HATED the system of DA2 with their pre-defined themes for the responses. I just don't get behind the design choice to push the same 3 notions into absolutely every conversation. Making every single response overly noble, clever, or direct is just plain awkward and it feels like it takes away a lot of roleplaying opportunities.


it won't be on every conversations, because there are two other type of wheels were there aren't those three tones. 
I seriously doubt they're going to change their mind over the three tones in the tone wheel though. Expecially because they stated that the conversations in DAO followed the same pattern (there tones plus investigation options).

Modifié par hhh89, 21 février 2014 - 04:19 .


#227
naddaya

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I loved Hawke's snarky autodialogue. And that comes from a person that usually hates autodialogue. I though DA2 had quality writing, on par with origins.

#228
KaiserShep

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I liked the snark a lot of the time, but having more control over it would have been preferable, as it could force the PC to say something that you might consider inappropriate, even for those that greatly favor being flippant and irreverent (which I certainly do). It's not the quality of the writing I'd question, but rather the level of control.
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#229
CybAnt1

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 It's not the quality of the writing I'd question, but rather the level of control.


Kaiser, we have found our middle ground! I knew it was around here somwhere.

Even Emperor and I might have some, but I'd have to look a lot harder. :D

#230
Kidd

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Fast Jimmy wrote...

I understand as always once you're playing on a computer, this can't equalize. The computer contains lore codexes, perhaps so does the manual, the WIki is always out there, you can browse the World of Thedas if you don't read it. But you can't make people read it, nor can you put a Neuralyzer on them if they have now learned something about Thedas their characters shouldn't know - yet.


Memory neuralyzers for DA:I.

Semi-confirmed rumor.

Sounds neat. Multiple first playthroughs! <3

#231
javeart

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hhh89 wrote...

Mr Massakka wrote...

No, please no.
I HATED the system of DA2 with their pre-defined themes for the responses. I just don't get behind the design choice to push the same 3 notions into absolutely every conversation. Making every single response overly noble, clever, or direct is just plain awkward and it feels like it takes away a lot of roleplaying opportunities.


it won't be on every conversations, because there are two other type of wheels were there aren't those three tones. 
I seriously doubt they're going to change their mind over the three tones in the tone wheel though. Expecially because they stated that the conversations in DAO followed the same pattern (there tones plus investigation options).

The thing is, you may had only three "real" answers, but I don't have the feeling they were just repeating all the time the same pattern (nice/rude/witty). For instance, there were times when you could pick between to different jokes, or two different ways of being nice... I didn't find the structure as rigid as it were in DA2 or in ME, and I think I liked it better...

Not a big deal for me, anyway, but when I knew they were going to drop the dominante tone, I thought they might drop the three basic tones too (my fault, no doubt, there was really no reason for it) and I liked the idea

Modifié par javeart, 21 février 2014 - 08:20 .


#232
Guest_EntropicAngel_*

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Fast Jimmy wrote...

JeffZero wrote...

I must be the only person on BSN who prefers paraphrasing. For every instance of being upset the spoken line went somewhere I hadn't intended there are 30-40 instances in which I've had fun putting my option through a "translator" and watching Shepard verbalize it in a different fashion. Feels like I get to experience new dialogue, almost, and soon as he speaks I typically forget what was on that little gameplay wheel a second ago.


The difference is in your own comments - you are putting your choices through Shephard's filter. As if Shephard was a separate character, not your's. 

Nothing wrong with this, it just explains your preference - this is not your character you are roleplaying, but someone you are watching. You are the movie director, giving cues to the actor while they ad lib the script and performance. Whereas many people want to BE the actor. 

Bingo. Playing ME this way is a lot, lot better than expecting to control the character.

#233
Guest_EntropicAngel_*

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hhh89 wrote...

Mr Massakka wrote...

No, please no.
I HATED the system of DA2 with their pre-defined themes for the responses. I just don't get behind the design choice to push the same 3 notions into absolutely every conversation. Making every single response overly noble, clever, or direct is just plain awkward and it feels like it takes away a lot of roleplaying opportunities.


it won't be on every conversations, because there are two other type of wheels were there aren't those three tones. 
I seriously doubt they're going to change their mind over the three tones in the tone wheel though. Expecially because they stated that the conversations in DAO followed the same pattern (there tones plus investigation options).

Well to be honest it likely WILL be in every conversation. It's the wheel that carries the conversations. The choice wheel is only for big choices, like moving the soldiers around, and the reaction wheel is only for emotional moments.

The tone wheel has, effectively, the same importance that it did in DA ][, if I understand correctly.

#234
Sylvius the Mad

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EntropicAngel wrote...

Well to be honest it likely WILL be in every conversation. It's the wheel that carries the conversations. The choice wheel is only for big choices, like moving the soldiers around, and the reaction wheel is only for emotional moments.

The tone wheel has, effectively, the same importance that it did in DA ][, if I understand correctly.

One of the things I liked about the old list system was that we couldn't tell these events apart.

#235
CybAnt1

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BTW, it's not been stated yet whether Bold, Noble, and Clever will have icons.

It'd be interesting to see the icons they choose to represent them, if they go that route.

#236
Martyr1777

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I honestly don't get the up roar about this.

I get that people feel less control, but for the most part DA2 and ME3, autodialoge and all was full of good writing.

Does it really hurt people that much if something is said slightly different than what you had in head cannon when the end result is, for the most part, enjoyable?

To be perfectly honest I have a much harder time going back and playing Origins (still love it) but I've gotten spoiled with a fully integrated 'actor' as the PC, not the mute puppet. It makes the games much more real.

I had no problem at all with any of the ME dialoge and the only draw back to DA2's was that it was rushed and in general the writing wasn't as sharp.

#237
Guest_EntropicAngel_*

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Sylvius the Mad wrote...

One of the things I liked about the old list system was that we couldn't tell these events apart.

I very much prefer to be able to tell when I'm simply making conversation and when people are actually acting in accordance to what I've said.

CybAnt1 wrote...

BTW, it's not been stated yet whether Bold, Noble, and Clever will have icons.

It'd be interesting to see the icons they choose to represent them, if they go that route. 

Blue/???/Red

Modifié par EntropicAngel, 22 février 2014 - 04:55 .


#238
Sylvius the Mad

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EntropicAngel wrote...

I very much prefer to be able to tell when I'm simply making conversation and when people are actually acting in accordance to what I've said.

How could you ever know that in the real world?  You say things, and sometimes you intend people to react to you, and sometimes you don't, but you never actually get to decide how other people behave.

I would like the in-game conversation system to mimic real world conversations, and nothing that tells me explicitly what's going to happen as a result of what I say can do that.

#239
CybAnt1

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EntropicAngel wrote...
Blue/???/Red


Well, (light) blue, red, and purple might be the colors again.

But I was wondering about the icons. My thought would be:

Bold -- a Lion face
Clever -- a Monkey face
Noble -- a Crown, obviously

#240
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Sylvius the Mad wrote...

How could you ever know that in the real world?  You say things, and sometimes you intend people to react to you, and sometimes you don't, but you never actually get to decide how other people behave.

I would like the in-game conversation system to mimic real world conversations, and nothing that tells me explicitly what's going to happen as a result of what I say can do that.

You don't, but in the real world you can (and I have) say, "hey, I wasn't actually serious. Don't do that," when the person goes to do what you've mentioned.

There's no way to do that in a game without the game telling you that the person will actually do that.

The deviation from real-world conversations is used to allow control more congruent with real-world control--or should I say freedom. Regardless.

#241
Guest_EntropicAngel_*

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CybAnt1 wrote...

Well, (light) blue, red, and purple might be the colors again.

But I was wondering about the icons. My thought would be:

Bold -- a Lion face
Clever -- a Monkey face
Noble -- a Crown, obviously

The blue and red are practically Bioware standards. As for symbols, no clue. Remember it's Direct, not Bold, those are two very different things. "Direct" is hard to visualize.

#242
workforme

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Qistina wrote...

Now the writing is only focus on main character tones...not like before the writing focus on stories...

In fact da2 didnt let you choose diffent tones, we are choose from diffent reaction.

For people who dont realize this, there is no point to discusses further

#243
Star fury

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If "clever" responses will be as funny as were "sarcastic" lines in DA2, I'm going to throw up. Nothing beats Hawke making fun of dead people in front of their relatives, when you choose sarcastic replies.

http://cloud.steampo...13E1D0910A2CEE/


http://cloud.steampo...49869BDB4118FD/

http://gigglesquee.blogspot.com

Modifié par Star fury, 22 février 2014 - 12:19 .

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#244
KaiserShep

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The best one is mocking seneschal Bran about the Viscount's death in Act 3.

"When Viscounts die, it's the sycophants who truly suffer."

"If his death was fresher in my mind, I would give you such a....censuring."

But anyway, I wouldn't expect a sarcastic response to the death of someone else's loved one to be particularly sensitive. Chances of trolling are pretty high.

Modifié par KaiserShep, 22 février 2014 - 11:43 .


#245
Fredward

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Star fury wrote...
If "clever" responses will be as funny as were "sarcastic" lines in DA2, I'm going to throw up. Nothing beats Hawke making fun of dead people in front of their relatives, when you choose sarcastic replies.


Just out of curiousity what exactly did you expect him/her to say when you clicked on the sarcastic option while a man was holding his son's corpse? Really not a lot of ways to spin that one.


SarcastiHawke was easily my favourite option in DA2. Especially in the DLCs. I like(d) [mostly, nothing is perfect] DA2 so even if it was a carbon copy I wouldn't be terribly upset. The main problem with DA2 is that it needed fleshing out, it was rushed and the rushing was obvious. Presumably that won't be a problem this time 'round.

#246
Arakat

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Star fury wrote...

If "clever" responses will be as funny as were "sarcastic" lines in DA2, I'm going to throw up. Nothing beats Hawke making fun of dead people in front of their relatives, when you choose sarcastic replies.


But why would you choose the humorous/sarcastic reply during such a serious situation in the first place?

#247
KaiserShep

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Purple IS a compelling color. It's a trap I tell you.

Foopydoopydoo wrote...

SarcastiHawke was easily my
favourite option in DA2. Especially in the DLCs.


I agree. The flippant light-heartedness was right up my alley.

Modifié par KaiserShep, 22 février 2014 - 12:04 .


#248
Rawgrim

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Martyr1777 wrote...

I honestly don't get the up roar about this.

I get that people feel less control, but for the most part DA2 and ME3, autodialoge and all was full of good writing.

Does it really hurt people that much if something is said slightly different than what you had in head cannon when the end result is, for the most part, enjoyable?

To be perfectly honest I have a much harder time going back and playing Origins (still love it) but I've gotten spoiled with a fully integrated 'actor' as the PC, not the mute puppet. It makes the games much more real.

I had no problem at all with any of the ME dialoge and the only draw back to DA2's was that it was rushed and in general the writing wasn't as sharp.


Has to do with the game taking controll of your character. Big no-no in roleplaying.

#249
Star fury

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Foopydoopydoo wrote...

Star fury wrote...
If "clever" responses will be as funny as were "sarcastic" lines in DA2, I'm going to throw up. Nothing beats Hawke making fun of dead people in front of their relatives, when you choose sarcastic replies.


Just out of curiousity what exactly did you expect him/her to say when you clicked on the sarcastic option while a man was holding his son's corpse? Really not a lot of ways to spin that one.


SarcastiHawke was easily my favourite option in DA2. Especially in the DLCs. I like(d) [mostly, nothing is perfect] DA2 so even if it was a carbon copy I wouldn't be terribly upset. The main problem with DA2 is that it needed fleshing out, it was rushed and the rushing was obvious. Presumably that won't be a problem this time 'round.


To nuke the **** out of sarcastic tone from DA.

#250
Bond

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Those goddamn icons during dialogues better be optionable(turning on and off), or i will ductape piece of paper in the middle of the wheel.(not a joke). I will not bother with childhish icons even in my first playthrough, two weeks before release i will start cutting papers to fill the whole in the wheel, i am not taking any chances this time.

Modifié par LoyalFan, 22 février 2014 - 01:45 .