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Timed Dialogue


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#51
fdgvdddvdfdfbdfb

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Not if your character does nothing, that would be exactly what you did- nothing.

 

TWD lets you roleplay indecision.

 

Not to mention when all the dialogues options are dumb. If you don't have anything nice to say don't say anything at all right



#52
Talagen

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No!  Real life happens.  You can't stop that and timed dialogue requires you to do so.  DA doesn't need this gimmick to make their games good. 


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#53
OdanUrr

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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?

 

I could maybe see it working in a few situations where time would be of the essence like, say, in the middle of a battle. Outside of those types of situations, no, I wouldn't want timed dialogues.



#54
Sylvius the Mad

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

No.  Absolutely not.  No.  No.  Never.

 

That's how I feel.  While my character does need to make decisions in real time, I don't.  In fact, making the player work in real time limits him to playing a character who thinks at his speed, or in the same general manner.

 

Imagine, however, you were playing a character who employs a different method of reasoning from yours.  It might take you some time to work out how he interprets the NPC remarks, and what his resulting objectives are.  You can't do that in real time unless your character is relevantly similar to you.

 

Moreover, I don't want to feel tension when I'm playing.  I'm not in any danger.  There are no high-stakes for me.  But as soon as I might choose the wrong option out of haste, suddenly there's a constant risk that I will brake my character without having so intended.

 

That's not fun.  That's just frustrating.

 

 

I wouldn't object to a timer if I could turn it off.


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#55
Endurium

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I don't like timed dialog because it always feels too rushed. Prefer it to be an option I can disable if it's present at all. Many times it seems to assume I've played the game before because it doesn't give me enough time to read my response options. I uninstalled Alpha Protocol after the first timed dialog picked a choice for me before I could read my first response option (thankfully only paid $2 for it on Steam).

 

Witcher 2 had a few instances of timed dialog, and it got me with unwanted selections my first time, but I was able to meta-game the dialog later because, hell, it's a Witcher game and I wanted to finally finish it.

 

Skyrim doesn't do this, in the same way, but it will close the conversation if we take too long, and that can result in an unwanted response depending on where we are in the discussion. Fortunately Skyrim is pretty generous with the time allowed for a response.

 

Bottom line, I prefer not to have timed dialog. I don't have to deal with it in real life and I don't want to deal with it in a virtual world either. For me it's a matter of convenience. I play games to escape the tension of the work day, so I don't want that crap in them.

 

My $0.02.



#56
BubbleDncr

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I would only like it if you can pause during dialog - which in DA:O and DA2, you could only do by hitting the home button or something on your xbox. Mainly because a lot of times, my husband will start talking to me, or my dog will start barking, phone will ring, etc...and having dialog on a timer AND not being able to pause would suck.



#57
Bob from Accounting

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I really don't see how this adds anything to the game.


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#58
Jorji Costava

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I can see some of the objections to this idea making sense; if you have to go to the bathroom during a conversation, timed conversations will put you in real trouble. And there would be an odd asymmetry in being able to pause during combat while being unable to do so during conversations. Still, I'd like to see Bioware go with something like this at some point. If it's not a timer than it could be something like the fantasy equivalent of DX:HR's CASIE augmentation. The point is to develop dialogue mechanics beyond simple "if-then" relationships and add to the sense that dialogue is a central (if not the central) gameplay mechanic of the series.

 

Moreover, I don't want to feel tension when I'm playing.  I'm not in any danger.  There are no high-stakes for me.  But as soon as I might choose the wrong option out of haste, suddenly there's a constant risk that I will brake my character without having so intended.

 

I'm not convinced that one errant dialogue option is enough to ruin an entire character. There's ample empirical evidence to suggest that people's behavior doesn't display any kind of cross-situational consistency, and video game plots frequently involve placing the PC into situations that he or she has never before encountered. Given this, it's unlikely that you could undermine an entire characterization with one or even a couple bad dialogue choices.



#59
JCFR

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I don't know.. it may add to the gam e and give the dialogs a dynamic feeling... on the other side i like thinking about which option to pick - according to situation and dialog-partner.

 What i would like are some timed-interaction-options like in ME2. Things like hitting  someone or throwing a gesture... something that changes  the whole Situation and drives the talk in a complete other direction.  And what i also liked in DA2 was making the companions inside my party interact and deal with certain sitations in my stead. More of that... hell, even make tham act on their own and interfere. That would be awesome.



#60
Uccio

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No. I want time to go through the responses and think how they will effect the gameplay.



#61
Allan Schumacher

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On a personal level, I don't mind timed dialogues (I really enjoyed Alpha Protocol).  That said, they are not without problems.

 

With Alpha Protocol, I lacked perspective with respect to timed dialogues for things like accessibility, including those that struggle with determining how to respond while hearing the line as it's being delivered, on top of different language support (if you're reading subtitles while hearing non-native voice over and trying to determine what response to make, it can be a challenge).

 

 

Some of the criticisms towards our standard dialogue system aren't entirely fair.  In terms of engagement, if the player is sitting there thinking about their response for 20 seconds or 20 minutes, they are still engaged in the game.  It might be boring for someone watching, but that's not the person we should worry about when designing the game.  And while things like animations and so forth are still playing, functionally the player's response still happens within an instant within the game narrative.  We could freeze frame everything to drive that point home, but I think it looks less interesting and we're asking for some suspension of disbelief from the game player here too.

 

In AP it works a bit better as you're supposed to be a quick thinking spy.  In TWD it works in large part because the timer is pretty generous (and often prevalent in all of the game systems, not just dialogues).


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#62
HunterX6

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It would put some pressure in moments in the game where one has to make a quick decision but I must say i really didnt enjoy the walking dead timed responses, very great game but I really couldnt enjoy the game as much since i was more worried on focusing on the short timed response choices. It isnt for everyone, only for some.



#63
Jynxed_

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I prefer to stare intently in awkward silence for several minutes before I answer their question

 

comics-Ctrl%2BAlt%2BDel-mass-effect-game


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#64
berelinde

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If they're going to implement timered dialogue, they really, REALLY need to add the ability to pause it.

 

Family members INSIST on a chat during game dialogue. The phone ALWAYS rings. A child or family pet will always need something at that precise moment. And that isn't even taking bio breaks into account.

 

Plus, not everyone playing the game is playing in their native language. Yes, the games offer support in a number of non-English languages, but not all! And where support is offered, it's often subtitles, which take a while to read.

 

IDK. When I play, I'm generally running Fraps at the same time, so I'm trying to get through dialogue at a natural pace, but there are still times when I'll stop recording and decide what I'm going to do before clicking on a reply.



#65
Nashiktal

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I really dislike times dialogue. It's not the idea of the system itself, but often I find that time runs out right AFTER I finish reading the choices. This usually means I don't have any real time to think about my decision. This leads to a few situations...

1. I panic. So I might try to get the option I wanted, but I misclick or don't hit the button in time.

2. I get distracted. Maybe when the talking options come up an npc is talking. So now I have my attention split between the timer and the dialogue. I might miss something, and even if I don't I'm stressing about missing conversation. (I'm the kind of guy who turns on subtitles so I don't miss dialogue.)

3. I manage to read it all, I don't get distracted, but under the time pressure I don't feel like I have enough time to consider my options. This isn't like real life here. In real life I have my pre-programmed responses conditioned by my environment and internal factors. In a game I am PRESENTED what i am allowed to do, so I have to process my options against the situation before I am comfortable making a choice.

So I don't hate the idea of timed dialogue, but I have never found a situation where I went, "yay, timed talking!"


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#66
KaiserShep

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Yeah, I see that problem. I do like timed responses of some sort from time to time, like the interrupts of mass effect.

#67
Realmzmaster

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The problem with timed dialogue is that it may be fun for some gamers and add to the tension and challenge to others it is not fun. It adds to their frustration.  If the timed dialogue was able to be paused it would be different, but then there is really no need for the timed dialogue.



#68
Wulfram

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I find that the dialogue option I'll go for on first instinct is often the boring one.  Nice character picks the nice option, snarky character picks the snarky one - and picking something that I think might get the other character upset is right out.

 

I need time to work out that actually my character, despite usually being ready and willing to hug the world's problems away, is really pissed off right now and pick the appropriate choice.  Or that it's a rare moment when my inveterate snarker is going to put aside the snark and show some actual human warmth.  Or that this is a time when my character should be true to themselves and their beliefs rather than chasing after the siren call of those approval points.  And these moments tend to be the moments when I feel like I'm really creating a character rather than just following a pre-planned path.

 

So I want time to think out my characters response, because that can be lot more complicated than working out what my own response would be.


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#69
Sylvius the Mad

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In a game I am PRESENTED what i am allowed to do, so I have to process my options against the situation before I am comfortable making a choice.

This is a wonderful description of how dialogue options work.  It really isn't at all like the spontaneous choice people seem to think would work well with a timer.


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#70
MeerMusik

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If Bioware will be implement such a thing, make it optional. If it would be mandatory, then it's another Point for me NOT to buy this Game. Depending on the Game I am playing, I often think about what I want to achieve, what decisions have I made since starting the play through and what is possibly needed to get outcome x instead of z etc. "Simple" as that :)

#71
DumSheeps

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One of the best features in RPG games from recent years, so i don't expect it in Inquisition....



#72
Al Foley

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I could support timed dialog if it were optional for those who want it but over all I feel it really messes with the Role Playing aspect of things.  It defeats the purpose of trying to build a character if you are on a timer and then the computer just chooses an option for you that may be totally contrary to what your character would say in a given situation.  I can almost see the wisdom in tense moments but really that makes it almost worse because there are a few moments in game where tough decisions need time to think about, like who you are going to betray with the Anvil of the Void.  That is a situation that should not have required timed dialog at all.  I just remain skeptical because the only time I have seen such a system employed (Alpha Protocol) I thought they did a terrible job with it and really from an in game point of view, while yes it may break your imersion, you are not spending fifteen minutes staring into a villager's eye or anything. 



#73
Adaar the Unbound

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I dont want it. I like having time to consider how to respond, and I suspect there will be very hard decisions for me that will take a long time to decide.



#74
Jawzzus

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I'm not a fan of anything timed really, I like to play at my own pace, especially since I got older and learned patience in games.    Most of the people have pointed out the same reasons I have for not wanting timed dialogue, life, cats, emergencies, snacks.  Also I use that time to check up on things online involving my job/business to see if there's any updates.   It'd really suck to have to go to the door for something and come back to find out the game has progressed without me and I don't know what happened.


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#75
TCBC_Freak

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It's funny, while reading this and thinking of what I would add to the topic I had a real life event interrupt me. I had to walk away for 15 minutes and take care of it, lol.

 

So, no, I'm not a fan. It works in Walking Dead and Wolf Among Us because the games are short, one chapter at a time, and built to have this as a central function. Silence is an option, and even in those game there are big points that are not timed because you have to pick one or the other or the story stalls. In Dragon Age 2 people complained about the unclear paraphrasing, and so we know they are adding a little dialog preview to this game (which wouldn't be practical with a timed dialog), if you thought there was a paraphrase problem before - adding timed dialog would only make the problem worse. In the Walking Dead/Wolf you don't have to worry as much about how Lee/Clem/Bigby respond because it is them responding, and not a character you created, so you don't have to worry if it'll come across right, because Bigby will say the line you picked how Bigby would say it.

 

Bigby will always respond like Bigby, he may say something nice, or rude because of what you pick, but his tone and attitude will be roughly the same, gruff and distant. My Male Human Warrior Inquisitor and my Female Elf Mage Inquisitor are going to be very different in how they react to things, the game should reflect that and to do so I need to time to pick the right option.

 

The truth is I can't seeing this adding enough (or anything really) to the game for what it takes. Most people here seem to be saying they could take it or leave it, OR they are emphatically against it. So a soft maybe from some and a strong no from others... Bioware is probably going to go with the strong no. Especially when you consider that they have already added depth to the dialog system making it even harder to add a timer with everything you will need to read before picking now.


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