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Timed Dialogue


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#76
Isabelle

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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 disagree ... mostly dialogues I have indecisions , especially when it involves something like paragon / renegade, like Mass Effect.

But the timed dialogues are not a bad ideia  :rolleyes:



#77
Bugsie

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I laughed when one one said real life interrupted as they were responding, because pretty much the same thing happened to me! As many people have said, great for Telltale games, not so much for DA. Telltale games are at most a pocket of 2 hour gaming interactive story telling fits nicely in a small child's nap time. Whilst I rarely game now whilst my little one is awake (unless my partner is present) with DA I want a more immersive experience where I can make my dialogue choices, plan my tactics and builds and do it in my own time, because it might be a while before I can repeat the experience. Having said that, there might be some instances where a timed response may fit. Overall though, not something I'd like to see too much of in Bioware games.
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#78
NoForgiveness

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I'm on the no train as well. here be my reasons:

 

1) Not being able to read all the lines in time or reading them and not having the time to choose.

 

2) the investigate section of the wheel would make it difficult. going back and forth and deciding if you want to ask any of the questions would take a lot more time then having 3 options

 

3) with the diplomatic/sarcastic/aggressive plus the paraphrase, it makes it a bit harder to know exactly what each line means. whereas lee usually said exactly what was on the line.

 

4) Real life interruptions... they happen

 

5) Lack of see-through xmb.... I play the walking dead and DA on ps3 so I usually use the xmb as a way to pause and read/choose my options. im getting dai on ps4 and it doesn't have the see-through xmb so..

 

6) I feel like big choices shouldn't be rushed in general. If I was really in these situations I might turn around and scratch my chin for a bit before turning back to make my choice. Obviously this isn't an option on the dialogue wheel, hence why I use the xmb...  


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#79
KaiserShep

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Thanks for the input, guys. I think I still favor something akin to Mass Effect's interrupt system, but I'm looking forward to see the changes BioWare made to the dialogue/reaction wheel in Inquisition.



#80
fdgvdddvdfdfbdfb

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Timed dialogue or I'm cancelling pre-order


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#81
ManOfSteel

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I'd rather not...

 

I wouldn't mind time coming to a stop when the dialogue option is presented (only after the current dialogue is over, of course) though, just so it doesn't look like the characters are standing around doing nothing until you decide what to say.



#82
JCFR

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I'm on the no train as well. here be my reasons:

 

1) Not being able to read all the lines in time or reading them and not having the time to choose.

 

2) the investigate section of the wheel would make it difficult. going back and forth and deciding if you want to ask any of the questions would take a lot more time then having 3 options

 

3) with the diplomatic/sarcastic/aggressive plus the paraphrase, it makes it a bit harder to know exactly what each line means. whereas lee usually said exactly what was on the line.

 

4) Real life interruptions... they happen

 

5) Lack of see-through xmb.... I play the walking dead and DA on ps3 so I usually use the xmb as a way to pause and read/choose my options. im getting dai on ps4 and it doesn't have the see-through xmb so..

 

6) I feel like big choices shouldn't be rushed in general. If I was really in these situations I might turn around and scratch my chin for a bit before turning back to make my choice. Obviously this isn't an option on the dialogue wheel, hence why I use the xmb...  

Yeah, i feel the same. 

I know, some think it's stupid for conversation not proceed until you pick a choice but if the choices have influence on the result of a talk, then i wish to have time to think about it.  Why not making it an option in the game menu for those who wish for? Wouldn't that be succicient? 

 

What i would like though are some timed interactions like in ME. Those were fun and cool. Like enemytalks bla,bla bla - ah, scr*w you, you get  a knife between your ribs. 

But having 10sec to pick an answer ain't fun to me.



#83
Aulis Vaara

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It's a game, it should not be a stressful experience, I'm playing games to relax. I also shouldn't have to do research beforehand on what the options are just so I can make a decision in time. Some people might not read as fast, or they get distracted by real life and then BAM, screwed out of making an interesting decision.


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#84
Guest_TheDarkKnightReturns_*

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I liked in Alpha Protocol and The Witcher 2.



#85
aTigerslunch

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I use that to pause sometimes....."crash"

What the.... run to kitchen, cat knocked over plate...

Oh man! Cat! Rrrrr. ....

#86
Guest_EntropicAngel_*

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I liked in Alpha Protocol and The Witcher 2.

 

TW2 had timed dialog? I don't recall that...do you remember the specific circumstance?

 

 

And for Alpha Protocol, it's worth mentioning that your dialog options are "Aggressive" "Suave" and "Professional," not three actual sentences with meanings and subtext to them. They take a little longer both to read and understand.


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#87
JCFR

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TW2 had timed dialog? I don't recall that...do you remember the specific circumstance?

 

 

And for Alpha Protocol, it's worth mentioning that your dialog options are "Aggressive" "Suave" and "Professional," not three actual sentences with meanings and subtext to them. They take a little longer both to read and understand.

A very good point. It's true, TW2 has no timed dialogue - as far as i remember (and i completed it about 7 times)... and those options in AP... well in my opinion they almost  don't qualfy as "conversation"... they're more like reacting to a situation... and once you figured out, which charakter had to be  treated in which way it's almost embarassing shallow.



#88
Guest_TheDarkKnightReturns_*

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When you decide whether or not to give Iorveth his sword and a couple of other instances. It wasn't a prominent feature, but when it did show up it was appropriate. Maybe this was exclusive to the 360 ports? 



#89
Nashiktal

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A very good point. It's true, TW2 has no timed dialogue - as far as i remember (and i completed it about 7 times)... and those options in AP... well in my opinion they almost  don't qualfy as "conversation"... they're more like reacting to a situation... and once you figured out, which charakter had to be  treated in which way it's almost embarassing shallow.

To be fair that was the point. In Alpha Protocol Thorton is noted as a master manipulater of people who can easily read someone and base his responses around that. So the dialogue options are more choosing how thorton approaches the situation, rather than individual decisions and exploring the lore of the world. In regards to that, the dialogue system fit quite well both mechanically and in lore. The same system would not fit in a Bioware game, not without plenty of tweaking at least.

 

Bioware has experimented with real time options using interupts in ME3, and while I find them hit or miss they certainly do add a "flow" to the game that isnt there without them. However interupts do have problems that nag at me. For example many times an interupt popped up I had no idea what would happen. Sometimes it was obvious, but other times I had no idea I what my character would be doing.

 

One interupt shoots the head off of a robot so no big deal. The other options has shephard grab a man, break his neck, then casually shoot down machinery to wipe out a squad of solders. :blink:

 

It has the problem to me of not giving me time to process my options and since those mass effect interupts were blink and youll miss them moments, the choice isn't "should I push that man off the building" or "should I hug this character" but rather "should i push this button to see the interupt or will I be missing out?"

 

Interupts had their awesome moments but I feel unsatisfied with them.



#90
JCFR

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To be fair that was the point. In Alpha Protocol Thorton is noted as a master manipulater of people who can easily read someone and base his responses around that. So the dialogue options are more choosing how thorton approaches the situation, rather than individual decisions and exploring the lore of the world. In regards to that, the dialogue system fit quite well both mechanically and in lore. The same system would not fit in a Bioware game, not without plenty of tweaking at least.

Still it seemed shallow to me. Like "NOW i'm aggresive... and now i'm nice and persuasive..." I missed some shrewd dand smart dialogues like It's common in many agent-movies (i.e: James Bond).
 

Bioware has experimented with real time options using interupts in ME3, and while I find them hit or miss they certainly do add a "flow" to the game that isnt there without them. However interupts do have problems that nag at me. For example many times an interupt popped up I had no idea what would happen. Sometimes it was obvious, but other times I had no idea I what my character would be doing.
 
One interupt shoots the head off of a robot so no big deal. The other options has shephard grab a man, break his neck, then casually shoot down machinery to wipe out a squad of solders. :blink:
 
It has the problem to me of not giving me time to process my options and since those mass effect interupts were blink and youll miss them moments, the choice isn't "should I push that man off the building" or "should I hug this character" but rather "should i push this button to see the interupt or will I be missing out?"
 
Interupts had their awesome moments but I feel unsatisfied with them.

Over all i have to admit, i liked the interrupts.. even though sometimes there was no hint what my Shepard would do/what would happen and sometimes i ended up being a bit disappointed about the way the situation acted out. Mostly the renegade-interrups were more fun than the paragon...

 

I also liked the option in DA2, to let one of my party-members handle the situation. I could imagine combining those two. I.e.: My player-charakter has a talk with some Npc and at some point a symbol pops up and if i don't react, one of my companions interferes... like a rogue stealing something from a vendor... or while i try to negotiate with some guardians, ironbulljust forces his way through. Yes, i could imagine that to be fun.
 



#91
Kage

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I would not like it for Dragon Age.

 

I find that timed dialogue is good for a game I will play only 1 time, to add tension and make me respond by instinct, without thinking too much. It adds more realism to the game, and that can be awesome.

 

However, Dragon Age is a game I would like to play more than once, and before selecting the option, I would like some time to think "what would my Inquisitor answer", and dont select quickly what myself would answer. It adds more variety.



#92
DaySeeker

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No times dialogue. It works in games where lack of response is a response, or when the game is mostly a game of dialogue choices and the stress of that. It also works in short games with definable chapters. Dragon age is not that game. I want to be able to walk away from my game and not miss anything. I want to be able to think about my choices. I want to be able to skip dialogue I have seen before. Timed choices kill all that and add a layer of stress to a game that would not benefit from it.

#93
Elhanan

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While I have not yet encountered such a system, it does not sound like my implementation of choice.

 

I like to consider all possible avenues of speech, even if some of them are not among those I would select for that character. This is much like the moments where someone considers saying that snarky or ill-tempered reply to a rude client or guest, but refrains for the good of their position, continued income, or to maintain a sense of civility. But how one relishes and ponders upon such comebacks. 

 

In a game, these moments are written, and are to be read rather than instantly considered and dismissed, or spoken aloud. Being pushed into such a timed state would seemingly spoil the conversations for me, especially for those in replays with a different PC sporting another personality.