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writing style similar to Da2?


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#126
keightdee

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David Gaider wrote...
Some people will find these things very different. Some will hardly notice, as these are largely structural and procedural differences for writing.

I think these changes are largely very positive and exciting. Can't wait to see how they work in-game.

Modifié par keightdee, 20 février 2014 - 07:14 .


#127
Dutchess

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David Gaider wrote...

  • Addition of a "reaction wheel" (on top of the "tone wheel", which is for flavor responses, and the "action wheel", which is for places where the player is decided to do something), which allows for emotional responses to important events. The player always has the Stoic option (essentially the neutral response), or will have options such as Sad, Confused, Enraged, Surprised, etc.


That sounds interesting. I'm curious how that will play out in the actual game.

#128
TheInquisitor

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The reaciton wheel sounds great! I've always wanted my character to show more emotion in certain scenes. E.g. My Hawke would have cried over his mothers death.

#129
FilthyPlebianN7

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David Gaider wrote...
[*]PWNAGE

[*]Marry me.

#130
Fast Jimmy

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Very nice. Execution is always the issue with any idea, but very nice without a doubt.

#131
Jackums

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David Gaider wrote...

Just to be clear as to what Mike was and was not referring to:


What is the same about Inquisition's writing style, compared to DA2:

  • Dialogue options are picked from paraphrases, off a wheel interface.
  • The player character is voiced, and dialogue is written with that in mind.
What is new:
  • No dominant tone. Meaning your most-selected tone does not carry through to influence other lines outside of the conversation in which you selected it. In DA2, dominant tone changed the actual line the PC spoke when action choices were made as well as those spoken inside of cutscenes ("auto-dialogue", as people like to refer to it here). In Inquisition, those are all relayed in neutral tone.
  • A question is often asked of how much "auto-dialogue" will exist in comparison to, say, Mass Effect 3. The answer is that the amount will be less than DA2 (and it is always neutral-toned, as mentioned above). This is generally just used in situations where the PC is saying something innocuous ("Go on" or "What is that?" ...things that don't really call for a wheel).
  • Addition of a "reaction wheel" (on top of the "tone wheel", which is for flavor responses, and the "action wheel", which is for places where the player is decided to do something), which allows for emotional responses to important events. The player always has the Stoic option (essentially the neutral response), or will have options such as Sad, Confused, Enraged, Surprised, etc.
  • Dialogue options on an action wheel now sometimes display a pop-up if the option is hovered over long enough, elaborating on what that action is intended to do. This only applies to actions where elaboration is felt necessary. It does not display the actual line which will be spoken by the PC.
  • The three major tones are now Noble/Clever/Direct (as opposed to Diplomatic/Humorous/Aggressive). These are primarily internal designations which affect how we write those tones, the idea being to reign in the difference a bit between the three. There are no longer alternate tone variants (which in DA2 were Helpful/Charming/Direct), as I don't think we communicated very well what those meant anyhow.
  • Similar to how the Investigate option off any wheel "breaks out" into a sub-wheel for questions (if there is more than one question), there can be a Special option off any wheel which breaks out in the same manner. This is where we put conditional things, such as dialogue options that depend on having a particular party member, being a particular race/class, romance options, having made certain choices previously, etc...and thus allows us to add as many of these to a wheel as we like without breaking the interface structure. Some of these now "grey out" if you don't have the requirement, meaning you can see an option you might have had, but currently cannot take.
Some people will find these things very different. Some will hardly notice, as these are largely structural and procedural differences for writing. Ultimately, as Mike says, the writing style is the same--but your mileage may vary. Nothing else is really referred to by "writing style" than how the dialogue itself is functionally written.

This is very satisfying news, particularly the part about the new tones.

#132
Beerfish

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I didn't read all of the pages of this thread but to the original post. DA2 had problems but writing for the most part was not one of them, as a matter of fact in certain situations it had some of the best writing BioWare has ever done.

#133
Danny Boy 7

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TheKomandorShepard wrote...

LDS Darth Revan wrote...




1.Bartrand would find another partner.
2. Anders also has Mage Underground to hide him.
3. Prison was nearly about to break, as in within DA2's time frame.
4. She does the entire mission alone if you don't do the DLC.
5. A duke who was about to start genocide, so Orlais keeps incident under wraps.


My gosh...

1.Hawke delivered maps , money and was only able to go through darkspawn when bartrand expedition wasn't able go further... even if he somehow got money and he couldn't , thats why he desperatly required hawke he still wouldn't have map or forces to get trough legions of darkspawn...
2.Not rly mage underground was destroyed even anders said that...
3.Not rly devs never stated that so you are making that up...
5.What guy wanted weapon from qunari i guess he would kill agents but for thedas that would be salvation...


I'm going to enjoy this.

1. Varric said that Bartrand was having trouble funding the expedition, not that he was incapable. What Hawke did was make it much easier for Batrand to do so (I'll have more on this in a bit.) Varric was the person who originally knew about Anders so if we extrapolate a bit we can assume that all would have went as planned with the maps albeit slightly different. It would have taken several more days potentially but Bartrand would have been able to get around the cave in...or Varric could have followed the path. Again this would have been a lot easier with Hawke because they are so powerful.

2 As others have said there a lot of people outside of the party who protected Anders, including the refugees and mage underground which wasn't wiped out until Act 3. If we go off of the idea that Varric got the maps then we can assume that he also protected Anders afterwards though barring that Anders' clinic was raided at one point and he evaded the templars just fine...so yeah.

3. There's no guarantee that Hawke was the only Hawke out there, the dwarves went after the Hawke sibling as well so it could have taken longer, but I comcede that Hawke released Corypheus. Bear in mind however that Hawke did intend to kill Corypheus and that the fact Cory possesses the wardens was beyond anyone's wildest guess could have happened. Could have happened to the Warden as well.

4 Duke Prosper wanted weapons so that Orlais could make war...so really Hawke killed all parties which beyond tensions benefited the whole.

What Hawke is though is exactly what you mentioned Kommander...a catalyst. He was the spark that lit the flame and even his or her title states he is a champion not a hero. He is important because he was at the center of every major event sparking throughout a ten year period. Does he do heroic and villainous things? Sure, but to characterize him as either is more opinion and subjective.  His importance is a bit more subdued though, but no less real. 

#134
zerox505

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Looks like this thread was worthy of discussion, ok lock please.

#135
The Elder King

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@David Gaider: Thanks for the info. All seem an improvement. I'm very curious to see the new tones and the reaction wheel.

#136
Demx

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That is some excellent news we got from David.

#137
javeart

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I've to say that I was kind of hoping that we could get rid of the three pre established personalities (doesn't matter which three are used), even if we only were to be offered three options each time... I don't see the need for that, tbh... I appreciate to know in advanced the tone (the actual tone, like "happy" or "angry"), but I don't see why every option we're offered have to fit into three and just three different (and rather unidimensional, one could say) personalities...
Everything else sounds good, the reaction wheel specially...
Also, I hope humour is everywhere :P and not in just one of these personalities...

#138
Guest_simfamUP_*

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I read all of that, and it sounds good to me. You guys really read all of our crap, didn't you? xD

Edit: Here's hoping the direct dialogue will be influenced by Stannis dialogue. In that case, let's put down every single LI that comes on to us.

Cas: Might we dine tonight, PC?

PC: I am doing my duty, now perform yours in a leal and puissant manner.

Modifié par simfamSP, 20 février 2014 - 08:41 .


#139
Isaidlunch

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I have to say, I'm really impressed with all the improvements. Between less auto-dialogue, a reaction wheel, no dominant tone and better dialogue tones, pretty much all of my issues with the DA2 dialogue system have been addressed.

#140
Bond

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David Gaider wrote...

Just to be clear as to what Mike was and was not referring to:


What is the same about Inquisition's writing style, compared to DA2:

  • Dialogue options are picked from paraphrases, off a wheel interface.
  • The player character is voiced, and dialogue is written with that in mind.
What is new:
  • No dominant tone. Meaning your most-selected tone does not carry through to influence other lines outside of the conversation in which you selected it. In DA2, dominant tone changed the actual line the PC spoke when action choices were made as well as those spoken inside of cutscenes ("auto-dialogue", as people like to refer to it here). In Inquisition, those are all relayed in neutral tone.
  • A question is often asked of how much "auto-dialogue" will exist in comparison to, say, Mass Effect 3. The answer is that the amount will be less than DA2 (and it is always neutral-toned, as mentioned above). This is generally just used in situations where the PC is saying something innocuous ("Go on" or "What is that?" ...things that don't really call for a wheel).
  • Addition of a "reaction wheel" (on top of the "tone wheel", which is for flavor responses, and the "action wheel", which is for places where the player is decided to do something), which allows for emotional responses to important events. The player always has the Stoic option (essentially the neutral response), or will have options such as Sad, Confused, Enraged, Surprised, etc.
  • Dialogue options on an action wheel now sometimes display a pop-up if the option is hovered over long enough, elaborating on what that action is intended to do. This only applies to actions where elaboration is felt necessary. It does not display the actual line which will be spoken by the PC.
  • The three major tones are now Noble/Clever/Direct (as opposed to Diplomatic/Humorous/Aggressive). These are primarily internal designations which affect how we write those tones, the idea being to reign in the difference a bit between the three. There are no longer alternate tone variants (which in DA2 were Helpful/Charming/Direct), as I don't think we communicated very well what those meant anyhow.
  • Similar to how the Investigate option off any wheel "breaks out" into a sub-wheel for questions (if there is more than one question), there can be a Special option off any wheel which breaks out in the same manner. This is where we put conditional things, such as dialogue options that depend on having a particular party member, being a particular race/class, romance options, having made certain choices previously, etc...and thus allows us to add as many of these to a wheel as we like without breaking the interface structure. Some of these now "grey out" if you don't have the requirement, meaning you can see an option you might have had, but currently cannot take.
Some people will find these things very different. Some will hardly notice, as these are largely structural and procedural differences for writing. Ultimately, as Mike says, the writing style is the same--but your mileage may vary. Nothing else is really referred to by "writing style" than how the dialogue itself is functionally written.



I have two questions. This reaction wheel and tone wheel are alway there ? It is like game mechanic, and not only in special occasions? I think action wheel is understandably only available when you have to decide something, so basically the core mechanic is reaction + tone wheel right? 
This special option is in every wheel ? Did i got this correct ? Because you say it "can be" but in the same time in "any wheel". English is not my native language, sorry if it is written clear and i didnt get it. 

And i appreciate you took time to give us some info, no matter bad or good, as you saw that this topic is trending around here. I just sincerely ask you this. I dont know if  you just generally lable it Clever, Direct etc(as you are saying) but i can assure you in DA2 the nice/sar/aggr system did not felt that way. It was polarising, sometimes it felt that for example the sarcastic option is there just to be there and to have 3 options. Do not make inquisitor the same three-ways character. I mean if it makes on f sense to be rude ( talking to your mom while crying) just replace it with something else, which fits more. Adding more variety wont confuse us, it will make us love the game even more and mid game we will already be looking forward to replaying it again.

"These are primarily internal designations which affect how we write those tones, the idea being to reign in the difference a bit between the three" - So hopeful to be true, i really would like to take a break from Hawke style of handeling things. It feels disconnected and forced. Apart from being boring and repetitive. I guess that is what reaction wheel is all about and why it is there, so i beg of you, more of this. More reactions. More ways to handle things. Three emotions cant get you no where in life, you need to be diverse, this is why this system is ofputting, being able to choose from variety of reactions will be crucial part of the game.

Do not be afraid to make it complex. Thanks for giving us an update on such important subject, hope you read this and answer the questions in the begining. Looking forward to more info on this, as it is the meat and bones of the RPG.
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#141
gangly369

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Thanks David, I appreciate the info :)

#142
Maria Caliban

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We obviously need more threads were people grossly overreact to simple statements so that David can come in and correct them with new information.
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#143
ElitePinecone

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David Gaider wrote...
big snip


This is very helpful for clarifying the changes, thank you.

#144
andar91

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ElitePinecone wrote...

David Gaider wrote...
big snip


This is very helpful for clarifying the changes, thank you.


Very much agreed. It sounds nice to me.

I am curious about the tones. "Noble/Clever/Direct"...I wonder what that means? I mean, you had the option of being a jerk in DA2, but "Direct" doesn't necessarily mean jerk. Nor is clever necessarily funny. Which is...okay. I guess I'm just curious as to how dialogue will give us ways to have agency over our character.

#145
Bond

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Special option, which features, enraged, sad, surprised etc. I think it wont be in all wheels though

#146
The Elder King

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LoyalFan wrote...

Special option, which features, enraged, sad, surprised etc. I think it wont be in all wheels though

The special option isn't related to those emotions. Those are contained in the reaction wheel. The Special option can appear in other wheels, based on what Gaider said.

#147
Bond

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Yes, that is correct. I meant the reaction wheel, misspelled it though.

#148
Examurai

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Looks like Gaider pretty much did a clean sweep on everyone lol
But its good that we got some new info.

#149
wright1978

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Like the sounds of the modifications made to dialogue and Very happy at stressing of neutral ness of what auto-dialogue is going to be there

#150
Master Warder Z_

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simfamSP wrote...

I read all of that, and it sounds good to me. You guys really read all of our crap, didn't you? xD

Edit: Here's hoping the direct dialogue will be influenced by Stannis dialogue. In that case, let's put down every single LI that comes on to us.

Cas: Might we dine tonight, PC?

PC: I am doing my duty, now perform yours in a leal and puissant manner.

:lol:

I can actually picture a Stannis inquistor.