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Will DA:I have easy mode dialouge?


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#1
Noja

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I am extreamly excited to get into DA:I when it comes out this fall. One thing that concerns me is the dialouge choices/wheel.

 

I played all the mass effect games and absolutely loved them, but when I firsted started the series on the second game, I discovered the pattern to all the dialouge in the game very fast. If you want to be Good(Paragon) pick all the dialouge at the top, If you want to be Bad(Renegade) pick all the dialouge at the bottom. After I have finished my first playthrough of the series I found it very hard to immerse myself, I just knew what to say everytime. This lead to about 5-7 Playthoughs, all perfect paragon. (I cant do renegade, I love my squad too much).

 

My question is, will DA:I dialouge be setup in a way that a player will, or wont know which dialouge is the Good/Bad dialouge?

 

I am curious about this now because when DA:I comes out, I want to really immerse myself in this game and from what I hear it will force you to make difficult decisions. These decisions mean nothing to me if I already know what to say to get the best (good) outcome. Obviously after several playthoughs I may learn of certain things that need to be said at certain points, my concern is during my first playthoughs.



#2
tmp7704

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DA:I has three conversation tones like DA2. Supposedly the differences between them are being reduced though, so perhaps you won't feel forced to always pick the one tone throughout.

Incidentally, you'll find plenty people who will argue that there's no such pattern in ME as you describe it, and what you label as "bad" renegade is often just "I don't have time to sugarcoat things/put up with your nonsense, can we get things done /now/?"
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#3
Noja

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DA:I has three conversation tones like DA2. Supposedly the differences between them are being reduced though, so perhaps you won't feel forced to always pick the one tone throughout.

Incidentally, you'll find plenty people who will argue that there's no such pattern in ME as you describe it, and what you label as "bad" renegade is often just "I don't have time to sugarcoat things/put up with your nonsense, can we get things done /now/?"

Hmm. Its just a thing that bugs me, I feel like my mass effect experience was extreamly damaged by this type of dialouge. If I hadn't seen the pattern soo early when I had first started mass effect, I feel like I would have had a more satisfying experience.

 

My first run thorugh ME2, I didnt lose a single person on the suicide mission, Jack was unloyal, but I kept her out of harms way. The first time I walked into a mass effect game blind was ME3...For the most part I could make it through the game easy following the dialouge pattern, but there was one instance during the missions when you had to recruit the quarians.

 

If you didnt have high enough paragon, you were forced to use renegade to rescue the civilian fleet admiral, which would help you save Quarians and Geth. But I couldn't make that high paragon decision and blindly made the weak paragon decision and saved the workers. When it came time to choosing Quarian or Geth, I assumed another option would come up that would allow me to save both, but it never did, I had choosen the geth in hopes I would be able to save both. The following cutscenes were some of the most emotional scenes I have ever witnessed in a video game. I began to very watery eyed...

 

This is what really made me fall in love with mass effect and made me continue to play it over and over again to search for more similar moments, and I feel this was one of the only times I felt the dialouge wheel wasn't holding my hand through the game. (Also Indoctrination theory facinated me).



#4
Just My Moniker

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Yeah like tmp7704 said , like DA2 there are 3 new 'tones' for DAI: Noble, Cunning, and Direct.



#5
Noja

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Yeah like tmp7704 said , like DA2 there are 3 new 'tones' for DAI: Noble, Cunning, and Direct.

Oh, wow. Ok. That doesn't sound as bad as I was expecting...I actually really like that. Thank you for the info.

 

( ****, now I'm even more excited to get into this game. q_q )



#6
Just My Moniker

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Oh, wow. Ok. That doesn't sound as bad as I was expecting...I actually really like that. Thank you for the info.

 

( ****, now I'm even more excited to get into this game. q_q )

Glad to help  :)


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#7
AlanC9

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I played all the mass effect games and absolutely loved them, but when I firsted started the series on the second game, I discovered the pattern to all the dialouge in the game very fast. If you want to be Good(Paragon) pick all the dialouge at the top, If you want to be Bad(Renegade) pick all the dialouge at the bottom.

Is this any different from DA:O. Or NWN? Or BG? Bio's always organized responses that way.

I'd put KotOR on the list except there was one dialogue in that game where the DS choice came first, which caused some LS players to complain about the arrangement, since they had gone DS by accident.

Anyway, your real problem is trying to be good in the first place.

#8
Ridwan

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Great... why not just put a symbol on the wheel too.

 

Heart for love/flirt.

Sword for provoke/fight

Skull for murder.

 

Wouldn't want us to think too hard on the choice of dialogues (that was sarcasm). Part of what made DA:O so awesome, was the many choices of dialogues.


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#9
Noja

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Anyway, your real problem is trying to be good in the first place.

I try and make decisions that will lead to peace and avoid conflict. In the case of ME, those dialouge options are handed to me. I never have to question what im saying because I already know what the best answer is. (For the character im playing)

 

 

Wouldn't want us to think too hard on the choice of dialogues (that was sarcasm). Part of what made DA:O so awesome, was the many choices of dialogues.

This is why I loved DA:O Dialouge, whether there is a pattern in the dialouge, I did not find it, it made the game much more enjoyable when I made a good decision, or even a bad one.



#10
dutch_gamer

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This is why I loved DA:O Dialouge, whether there is a pattern in the dialouge, I did not find it, it made the game much more enjoyable when I made a good decision, or even a bad one.

I can't say I agree. In real life it is not that hard to figure out what a respectful response is to someone you happen to be talking to, so I don't see why it should be more of a gamble in a game.



#11
TurretSyndrome

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Great... why not just put a symbol on the wheel too.

 

Heart for love/flirt.

Sword for provoke/fight

Skull for murder.

 

Wouldn't want us to think too hard on the choice of dialogues (that was sarcasm). Part of what made DA:O so awesome, was the many choices of dialogues.

 

 

Erm... you did have notifiers about where the response is going to lead to. (Attack) and (Kill) were used at the end of some responses in DA:O. DA 2 had icons like "crossed swords" to denote that the response will lead to a fight. 

 

@ Noja The dialogue wheel will have indicators similar to DA 2 to tell you how the response will be delivered by your main character. When you are about to perform an action or make a decision, the game will let you know through tool tip(which you can choose to turn off) what the highlighted choice will do. It will not however reveal to you which choice is the best one.



#12
Darth Krytie

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The dialogue is always subjective to whatever your objective is and how you're roleplaying. There isn't one 'right' dialogue choice. It always depends on what you're trying to achieve.



#13
AlanC9

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I try and make decisions that will lead to peace and avoid conflict. In the case of ME, those dialouge options are handed to me. I never have to question what im saying because I already know what the best answer is. (For the character im playing)
 


That's kind of what I meant. You're not trying to make a decision since you've already decided. You're just picking whichever available option best matches your pre-existing peace-and-no-conflict decision, and you're asking for Bio to make it harder to figure out what the options do so that you can pretend you're thinking about the decision rather than doing a reading comprehension exercise..

#14
AlanC9

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And you really didn't notice that DA:O usually has the peaceful decisions at the top? Bio's been doing this for their entire history.

#15
Bob from Accounting

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Why on Earth would decisions be invalided because you as the player have a good idea of how they'll work out?

 

In seems to me decisions can only be valid when the player has a good idea of how they'll work out.



#16
Nefla

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I think dialogue with a tone or whatever (paragon/renegade/diplomatic/aggressive/etc...) really hurts ropleplaying ability and I don't like it.


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#17
Bob from Accounting

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I think dialogue with a tone or whatever (paragon/renegade/diplomatic/aggressive/etc...) really hurts ropleplaying ability and I don't like it.

 

Okay, all dialogue has a tone. Aggressive dialogue is aggressive, period. Whether the story explicitly calls it aggressive or not.

 

How does the player having a little bit better idea of which option is which 'hurt' roleplaying?



#18
Nefla

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Okay, all dialogue has a tone. Aggressive dialogue is aggressive, period. Whether the story explicitly calls it aggressive or not.

 

How does the player having a little bit better idea of which option is which 'hurt' roleplaying?

Sorry let me explain better: the "tones" all have a distinct personality attached and switching from one to another makes you seem like a crazy person. Each of the tones are too extreme to me, many times they are even cartoonish.



#19
GVulture

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I am extreamly excited to get into DA:I when it comes out this fall. One thing that concerns me is the dialouge choices/wheel.

 

I played all the mass effect games and absolutely loved them, but when I firsted started the series on the second game, I discovered the pattern to all the dialouge in the game very fast. If you want to be Good(Paragon) pick all the dialouge at the top, If you want to be Bad(Renegade) pick all the dialouge at the bottom. After I have finished my first playthrough of the series I found it very hard to immerse myself, I just knew what to say everytime. This lead to about 5-7 Playthoughs, all perfect paragon. (I cant do renegade, I love my squad too much).

 

My question is, will DA:I dialouge be setup in a way that a player will, or wont know which dialouge is the Good/Bad dialouge?

 

I am curious about this now because when DA:I comes out, I want to really immerse myself in this game and from what I hear it will force you to make difficult decisions. These decisions mean nothing to me if I already know what to say to get the best (good) outcome. Obviously after several playthoughs I may learn of certain things that need to be said at certain points, my concern is during my first playthoughs.

While Dragon Age II had the dialogue wheel, it wasn't quite the same. They were more personality responses and sometimes the top middle and bottom weren't Diplomatic/Sarcastic/Aggressive. So you couldn't blindly mash the buttons like you could in Mass Effect.



#20
GVulture

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Sorry let me explain better: the "tones" all have a distinct personality attached and switching from one to another makes you seem like a crazy person. Each of the tones are too extreme to me, many times they are even cartoonish.

Well supposedly there is going to be an emotional wheel or something where you can control the Inquisitor's emotional responses as well. So you can be direct but still act... compassionate? I guess? Not sure how that is going to work.



#21
Adaar the Unbound

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Do you guys feel there should be more than 3 options in the wheel?



#22
Noja

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I like to play good characters, and trying to find the right dialouge on how I would try to best solve the situation is apart of the fun. I dont like it when I already know what decision is the overall "Peaceful","Good", "Heroic, etc... Decision. I like making mistakes, I like making the tough decision, I'll make an evil, ruthless, or bold move if I feel its the right decision...Just dont hold my hand...(ME dialouge pattern)

 

I guess what im trying to say is, I dont like it when dialouge is classified as good or bad(Peaceful or Bold), Let me decide. I always try to put myself in my character position and make the decision I would make. my morale compass always points me to the greater good option, but nobody is perfect. We will make mistakes and do things with good intentions but have a negitive outcome. With mass effect, I felt like that would never happen...just keep to the dialouge that I know is paragon...I didnt have to even think about what was good or bad, it was painted out for me.



#23
tmp7704

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Sorry let me explain better: the "tones" all have a distinct personality attached and switching from one to another makes you seem like a crazy person. Each of the tones are too extreme to me, many times they are even cartoonish.

Mr.Gaider mentioned the difference between tones will be reduced in DA:I, so I'm interpreting that as intention to reduce the psycho effect when switching between different tones, as well as hopefully less of a saint/troll/GENERICRAGE effect in general.

#24
AlanC9

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I guess what im trying to say is, I dont like it when dialouge is classified as good or bad(Peaceful or Bold), Let me decide. I always try to put myself in my character position and make the decision I would make. my morale compass always points me to the greater good option, but nobody is perfect. We will make mistakes and do things with good intentions but have a negitive outcome. With mass effect, I felt like that would never happen...just keep to the dialouge that I know is paragon...I didnt have to even think about what was good or bad, it was painted out for me.

 

I don't think "decide" is the right concept there. You've got two prewritten lines, one written to be friendly, another to be hostile. You're not deciding which is which. The writer already did that.