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Timed Dialogue


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#1
KaiserShep

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I didn't see this on a brief search through the forums, so I thought maybe I'd bring it up to see what you all thought. I'm always of two minds about the way dialogue is handled in games like The Walking Dead, where you have to respond within a certain amount of time. Part of me really likes it, because you get a different reaction for being indecisive about what to say, but of course the part of me that does get a little stumped might be frustrated when I finally decide on something, but it's too late and I get a suboptimal response from the character.

 

So, how would you guys feel about dialogue on a timer in Dragon Age?



#2
Guest_Act of Velour_*

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I'd like it.

 

Origins had great dialogue options, but it did feel weird in a situation where a Darkspawn legion is sieging Denehrim and the Warden can stand in awkward silence for hours on end while deciding which dialogue option to pick.

 

The Walking Dead is a great example of how timed dialogue can really add to tension.



#3
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I have a problem with timed dialogue myself. The problem is when playing such a game that needs a really thought out playthrough, timed dialogue introduces the issue of an impulse decision. This would cause many problems with timed dialogue but it should not be automatically ruled out.  Timed dialogue when executed properly could offer great immersion into making pressure decision. Not to mention during the demo, there was a timed mission objective that was displayed.

 

It brings about another question, should the world wait for the PC to make his decision? I personally do not think so. I would say, the timed dialogue system implemented in alpha protocol was more of an annoyance. Having the same amount of time intervals between dialogue causes a problem.


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#4
Guest_Act of Velour_*

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I have a problem with timed dialogue myself. The problem is when playing such a game that needs a really thought out playthrough, timed dialogue introduces the issue of an impulse decision. This would cause many problems with timed dialogue but it should not be automatically ruled out.  Timed dialogue when executed properly could offer great immersion into making pressure decision. Not to mention during the demo, there was a timed mission objective that was displayed.

 

It brings about another question, should the world wait for the PC to make his decision? I personally do not think so. I would say, the timed dialogue system implemented in alpha protocol was more of an annoyance. Having the same amount of time intervals between dialogue causes a problem.

 

Indeed, timed dialogue should be situational.

 

For example, if chatting idly with a companion or laying down some sweettalk on a love interest, there really shouldn't be a huge rush. In an intense mission, there definitely should.


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#5
Realmzmaster

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It would be realistic, but not acceptable to some gamers especially those who like to have time to think over their decisions. This falls in the category of points that certain parties would like to see and others would despise.


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#6
Remmirath

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I'm inclined not to like it, or not to like the idea of it, although I haven't yet played a game which had it. It would make pausing for any reason during some cutscenes impossible, for one thing, which already tend to be fairly long, and for me I don't think it would have any advantages. Any scene tense enough to warrant it probably already has a tense mood.

I generally assume that time doesn't pass in the choosing dialogue screen anyhow, personally, perhaps with rare exceptions. It's an out of character pause and not an in character one. The alternative is assuming that the character goes around staring at people for sometimes lengthy stretches of time while considering everything they might say, which might work for some characters, but generally would be a bit odd.

Being able to say nothing every now and then might be nice, though. You could always pick the "say nothing" option if you think your character would've taken too long to decide on what to say.

#7
KaiserShep

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I kind of like the idea of a situational system where it doesn't always pop up, kind of like how renegade/paragon interrupts are only available for only a few seconds. Not sure how well that would work, but it seems interesting.



#8
SiN82

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It could be cool if used in dramatic situations that require a fast and drastic decisions :D

 

I think timed dialogue can add a lot of tension especially if there isn't a good/bad choice as answer. 



#9
GreyLycanTrope

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Having enjoyed such a feature in Alpha Protocol, Walking Dead and Wolf Among Us I think it's likely the best dialogue set up I've seen thus far. They tend to remember when to turn it off when you're just investigating or when you should have some more time to make a decision as well. I like the way it panned out in those games while largely maintaining a fluid dialogue sequence much more than the gutted dialogue wheel and auto-dialogue we got in ME3.



#10
Aremce

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I liked the paragon/renegade interruptions in Mass Effect and wouldn't be opposed to something like this in DA ... But we shouldn't get major disadvantages from missing them. I often take a long time making important decisions and wouldn't want to have more pressure. And I also don't like to have to reload things just because I got distracted IRL and couldn't pause the game ... :unsure:

 

How about ... a toggle for this feature? :whistle:



#11
Realmzmaster

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Would there be an option to turn the feature off for those who do not care for it? Or will this timed dialogue be forced to provide realism to those who do not want it?


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#12
KaiserShep

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I'm not entirely certain how this mechanic would work. In a situational system, as in something akin to the renegade or paragon interrupt, it would most likely be forced, otherwise turning it off would simply mean that a scene plays out with no variation other than as the result of other choices made prior in the game. As I said, I'm kind of torn between this system and what we currently have in BioWare games.



#13
Phate Phoenix

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In a different game, I'd probably like it. In Dragon Age, where I'm roleplaying different people in different situations with different reactions to certain things... no, no I wouldn't like it. How I would react to a situation (which is probably what I'd wind up choosing in a panic) is not necessarily how my, say, Diplomatic Dwarf Warrior would react. No thank you.


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#14
TataJojo

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If it fits the situation why not

 

examples :

In Alpha Protocol, choosing to save the riot or the assassination data because you can only choose one before the device destroys itself

in The Walking Dead, zombies swarming in, you have limited time to choose who to save



#15
Stormy

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I may be in the extreme minority as a mother, wife, attentive pet-owner, and on the 17th anniversary of my 28th birthday but I completely disagree with timed dialogue.  It's not even a matter of taking time to think out what direction to go in or making huge decisions; though one can't disagree with the usefulness of this sort of planning.  I actually prefer to weigh my options unlike RL.  If I wanted RL in a game, I'd go to a LARP. ;)

 

With no timed dialogue, I at least have the option to dash to the door, deal with the kids (we're a family of gamers; table-top and PC... and even the dog tries LOL) or make dinner; IOW take care of home and family.  A timed dialogue means that I either have to shut down, drop to the menu screen and possibly lose progress since it's usually not possible to stop a set of decision screens in process.

 

"I'm rambling.  Let's go." ~Merrill


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#16
AlanC9

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It's not like a dialogue would take more than a couple of minutes to finish, though.

#17
Realmzmaster

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The demographics for games like DA is much wider for example Stormy. She is not alone in raising a family or having to deal with the impositions of real life. Also many gamers are attracted to DA by the story and do not wish to be rushed into decision making by the clock

 

For some gamers timed dialogue because an inconvenience that is not worth the effort.


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#18
Realmzmaster

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It's not like a dialogue would take more than a couple of minutes to finish, though.

 

Which you know may still be an inconvenience to gamers like StM.



#19
Guest_Lady Glint_*

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So, how would you guys feel about dialogue on a timer in Dragon Age?

I'm not a fan of it.

#20
Iakus

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The Walking Dead is a great example of how timed dialogue can really add to tension.

 

Also The Wolf Among Us and Alpha Protocol.

 

That said, I could take it or leave it for Dragon Age



#21
Ispan

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I may be in the extreme minority as a mother, wife, attentive pet-owner, and on the 17th anniversary of my 28th birthday but I completely disagree with timed dialogue.  It's not even a matter of taking time to think out what direction to go in or making huge decisions; though one can't disagree with the usefulness of this sort of planning.  I actually prefer to weigh my options unlike RL.  If I wanted RL in a game, I'd go to a LARP. ;)

 

With no timed dialogue, I at least have the option to dash to the door, deal with the kids (we're a family of gamers; table-top and PC... and even the dog tries LOL) or make dinner; IOW take care of home and family.  A timed dialogue means that I either have to shut down, drop to the menu screen and possibly lose progress since it's usually not possible to stop a set of decision screens in process.

 

"I'm rambling.  Let's go." ~Merrill

 

My situation is almost identical to this.  I quit playing online/MP games and switched solely to games like Dragon Age because I need to be able to pause or step back at any moment.  I really like the idea of timed dialogue where it makes sense (the examples others have already given), but it really doesn't fit into the play style that has made DA games super appealing and manageable for me in the past.  If timed dialogue is implemented, I'll enjoy it when I have uninterrupted time to play (lol, almost never) but I foresee having to reload at crucial points in the story.


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#22
KaiserShep

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Yeah, I can see it becoming pretty frustrating, though I'd still love to see certain moments where we do get a reaction option that may be similar to the interrupt system. I'm curious to see this reaction wheel in action when I finally do get to play the game.



#23
Rainbow Wyvern

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No timed dialogue, please. I don't want to be pressured to click a dialogue option within a certain amount of time. Especially since I have lot of pets, it'd be frustrating to miss out on a dialogue and get a crappy response because I had to let a cat out of the house or something.

 

Also, it's funny to have my protagonist stand there awkwardly while some city is being destroyed in the background.


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#24
Snook

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In situations that need to be tense, yes, it'd be a great feature. It did wonders for Telltale.



#25
KaiserShep

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Also, it's funny to have my protagonist stand there awkwardly while some city is being destroyed in the background.

 

Panicked NPC: "Inquisitor! Demons have swarmed the Keep. The refugees are being slaughtered! What should we do!??!"

 

15 minutes later

 

*Inquisitor continues to stare into Panicked NPC's eyes*
 


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