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.