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Stop voicing the main hero please.


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#526
In Exile

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We need something for that ya, so we don't have stoic characters doing derp expressions of shock or Quizzys looking sad when someone they don't about dies

 

I'm not saying that stoic derp expressions are the way to go - just that even someone who cares about Wynne might not be so expressive. 



#527
Doominike

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I didn't say stoic derp expressions, I said a stoic *doing* derp expressions. 



#528
Sylvius the Mad

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Isn't that a kind of doublethink? You're not deliberately doing it, but you also know that your technique almost inevitably leads to it happening. "Almost" there because on a given playthrough it is possible that your interpretation of the PC's lines will 100% correspond to what the written NPC is actually responding to.

Since I have no problem at all with multiverse theory (it is largely how I view the world), it doesn't matter to me whether Alistair is the same person game to game. But I also don't understand why anyone would expect him to be.

At the start of each game, I don't know who Alistair is. As I play, I learn about Alistair. So does my character. We might even learn different things about him.

But never is there any cause to believe that this Alistair is the same person he was in my last playthrough. Why would such a thing even cross a player's mind? There's literally no evidence of it (and there cannot be, given that the two universes don't interact).

#529
Gothfather

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Hawke doesn't even say anything, to my knowledge, in the scene I am referencing. He just kneels at his siblings side and looks sad, almost on the verge of tears.

 

A non-cinematic protag doesn't have that option. And a large part of moving to a voiced protag was so Bioware could use them more cinematically, showing them interacting with other characters more dynamically.

 

A noble goal, but one which robs the player of control.

 

 

Tough.

 

You are asking an artist to change their vision of the art they are creating. NOT going to happen. Don't like their artistic vision? DONT BUY IT.

 

Bioware has CLEARLY stated many times this is their ARTISTIC vision, they WANT to create the cinematic experience. You don't want it? Tough stop asking the artist to make something in direct contrast to what they want. its like asking Picaso to stop what he's working on now and work on his earlier work because you don't like his new direction. What do you think Picaso is going to say to you? if you think its, "SURE I'll get right on that." You're sadly mistaken



#530
Sylvius the Mad

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Cinematics are different from VO, and that's the point of Bioware's new reaction wheel: recognizing that your reaction to the scene is wholly separate from dialogue.

I'm eager to see how that plays out.
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#531
Keroko

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I would say it is not inherently tied to a voiced protagonist, but it certainly is tied to a cinematic protagonist. 

 

For instance, in your character list (thank you for posting that, I didn't see it until this morning), you stated that one of your pro-Templar Hawke's expressed regret on the outside in terms of his dead sister, but silently was happy about it on the inside. Is this because that, no matter what, Hawke expresses sorrow for the deaths of his family? I'd say that is one instance (of which I'm sure others could be formed) where the cinematic demonstration of emotion, actions or attitude could easily interfere with a character you'd designed. What if your character had no intention of hiding or playing false the feeling that his apostate sister had died? Or who actually found, in the last moments, he did care for his sister, but wanted to remain stone-faced and emotional lest others think he was expressing sympathy? 

 

I get that the game's writing gave you lemons and you made lemonade - that's something you have to do with a silent protagonist as well. But with the silent/non-cinematic protagonist, you don't (ideally) say or do anything without the player's input or, the least, imagination. Voiced/cinematic protags do. And every time they do (see some of the complaints about ME3 auto-dialogue, for instance), it runs the risk of it breaking the character the player envisioned.

 

Again though, that's the writing talking, not the voice acting. The problem doesn't go away in a non-voiced protagonist, as all Hawke's dialog options would still be forms of regret.

 

 

That's true, it has fairly little to do with the voice. I was simply pointing out there that there is a very wide range of available character interpretations available in DA:O. That much would be true regardless of the voice.

I do feel that the voice has some impact, though, in that some lines you pick will be voiced differently than how you may have imagined them. The voice acting makes the intent behind the line clear through subtext -- that's part of acting -- and in so doing in removes the player's ability to choose a different intent their character might've had. You can take just about any line and come up with a very widely different number of ways to say it, which will actually mean very different things. All of those are theoretically available if you have no voice acting for the line, but if you have voice acting, the voice actor must choose one interpretation of the line and go with it.

You can choose whatever you want with regards to story whether or not the character is voiced, but when it comes down to dialogue, the available choices shrink. If you have unvoiced options, then you're free to decide how your character is interacting with the dwarves, mages, or templars to a much greater extent than you can if the dialogue is voiced.

 

But if you accept that the voice of the player character impacts the intent, you also accept that the voiced reactions of the NPC's to the player character do so. Sure, you might say "my Warden was just being sarcastic and the NPC didn't pick up on it" but I can make similar excuses for my Hawke.



#532
Remmirath

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But if you accept that the voice of the player character impacts the intent, you also accept that the voiced reactions of the NPC's to the player character do so. Sure, you might say "my Warden was just being sarcastic and the NPC didn't pick up on it" but I can make similar excuses for my Hawke.


No, the voiced reaction of the NPCs only show their intent. I can easily say that the NPC didn't pick up on the PC's tone; it's entirely believable, and often occurs in actual conversations.

I think that the case of a person attempting to say something in a particular way, but not at all managing to, is much less likely (if most people are angry, they'll sound angry; if they're upset, they'll sound upset, and so forth). I suppose you could decide that any given thing is being said that way for a sarcastic or mocking reason, but that's the only different way you could possibly interpret the voiced lines without trying to ignore the subtext entirely.

I'll admit I'm probably more sensitive to the whole subtext/intent issue due to doing so much acting and directing than many people are, but for me, hearing that shows one very definite interpretation and there is really no wiggle room (except possibly deciding that it's being said in that manner for a mocking effect). Hearing the NPC's subtext only shows the intent behind their words; it doesn't explicitly say anything about what your character did, while the voice acting does. There are, in fact, several different ways that your character could've said something that the NPCs could entirely reasonably react to in the same way, but that would say noticably different things about their personality.

#533
AlanC9

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Since I have no problem at all with multiverse theory (it is largely how I view the world), it doesn't matter to me whether Alistair is the same person game to game. But I also don't understand why anyone would expect him to be.


You truly don't understand? It's pretty simple, really. The way I see it, the writers wrote one Alistair. Why would I expect him to be different from one game to the next?
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#534
Sylvius the Mad

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You truly don't understand? It's pretty simple, really. The way I see it, the writers wrote one Alistair. Why would I expect him to be different from one game to the next?

I'm not saying you should expect him to be different. I'm saying you shouldn't expect him not to be.

#535
Amfortas

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You are asking an artist to change their vision of the art they are creating. NOT going to happen. Don't like their artistic vision? DONT BUY IT.

 

Bioware has CLEARLY stated many times this is their ARTISTIC vision, they WANT to create the cinematic experience. You don't want it? Tough stop asking the artist to make something in direct contrast to what they want. its like asking Picaso to stop what he's working on now and work on his earlier work because you don't like his new direction. What do you think Picaso is going to say to you? if you think its, "SURE I'll get right on that." You're sadly mistaken

 

I can respect that. But I wonder how detached is their artistic vision from their commercial vision



#536
AlanC9

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I doubt anyone, even Bio themselves, could answer that. But wanting to make games more cinematic is hardly a new thing.

#537
In Exile

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I doubt anyone, even Bio themselves, could answer that. But wanting to make games more cinematic is hardly a new thing.

 

It is, in fact, one of the first things they did when they started with BG1. There was lots of railroading and telling your character who (s)he was in that game. Your Bio specifically set out your behaviour/actions/relationships at Candlekeep, you were told exactly what you were doing/thinking in the Bhaalspawn dreams based on your reputation, etc. 


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#538
AlanC9

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I'm not saying you should expect him to be different. I'm saying you shouldn't expect him not to be.


Why shouldn't I expect him to be the same? Why would changing my PC change anything else in the game-world?

#539
Sylvius the Mad

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It is, in fact, one of the first things they did when they started with BG1. There was lots of railroading and telling your character who (s)he was in that game. Your Bio specifically set out your behaviour/actions/relationships at Candlekeep, you were told exactly what you were doing/thinking in the Bhaalspawn dreams based on your reputation, etc. 

That's an indefensible interpretation of BG.  How could those dreams possibly be telling the player about the PC's personality?



#540
Sylvius the Mad

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Why shouldn't I expect him to be the same? Why would changing my PC change anything else in the game-world?

How is it the rest of the world is exactly the same except for the PC?

 

You shouldn't expect things without evidence for those things.  There isn't any evidence that the Alistair in one playthrough is the same as the Alistair in the next.  And given that his reactions don't change when faced with different PC behaviour, I would argue that there is evidence that he is not the same.



#541
karushna5

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I prefer voiced protagonists



#542
In Exile

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That's an indefensible interpretation of BG.  How could those dreams possibly be telling the player about the PC's personality?

 

They made statements about your emotional state - feelings, thoughts, etc. They also described your actions, and ascribed motives to them. 



#543
Elite Midget

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No way, I love the Voice Acting.

 

I have much more fun listening to Witty Hawke, Male and Female, than watching my Warden stare blankly after I pick a choice.

 

It's why I can't play any other MMO after SWTOR because they all feel so empty and lacking of life due to no VAing for the character.


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#544
Gothfather

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I can respect that. But I wonder how detached is their artistic vision from their commercial vision

Simply because games are a product doesn't mean they are not view as art by the creaters.

 

Artista are not locked into their first idea of what they envision, art is evolves as you create it. Games are no different. bioware has clearely said they have an artistic vision for their games that is tied to the cinematic experience. They couldn't have been more clear of their position. You can't find "wiggle" room simply because its a game so millions of copies are created. To bioware this is like movie, in that millions may watch it but they are invested into this art piece as though it is a single piece not a million diffused pieces.

 

Most of this thread boils down to, "I want X, bioware should give me X because I want it." And nothing people say has any impact because at the root there is a self entitled kernal that puts the "I" above everyone else even when its more than clear that the position "I" is taking is contrary to what the developers want and what most fans want. Thats a level of hubris i am not comfortable ignoring.



#545
aTigerslunch

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Spoiler

 

Nope, in my head I can do so, but I still prefer voiced.

 

 

 

 

Anyways, why we continuing with this thread?  Surprised it hasnt died, sorry, but DA4 will also be voiced, just FYI. ;)


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#546
Sylvius the Mad

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They made statements about your emotional state - feelings, thoughts, etc. They also described your actions, and ascribed motives to them.

In the dream.

Why would we think that tells us anything about the PC's waking persona?

#547
Deviija

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I would be happier with silent protagonists.  


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#548
simpatikool

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I think Bioware should start voicing the Nugs.


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#549
JCFR

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It started in Mass Effect.And now every BW game they voicing the hero.

But in old games like DAO and others we had only text and it was great.

I would like to place a request to return to that.Please.

 

Okaaayy... i think i get your intention. I guess, you're talking about the oldschool-dialogue-system with those detailed answer-sentence-choice.

Well, i have to admit, that i like this ancient system and yeah, the dialogues of DA2 suffered from the integreation of this ME-style... but that's a problem of the system in general and has - in my opinion - nothing to do with voice-overs.

I liked the fact, that Hawk talked... felt more authentic than in DAO, where your hero just silently stared  to the other and wiggled his head. Seemed just plain stupid to me.

So as long as the dialogues are well written and the voice actors do a good job, i'm fine.

 

Just stop this dialogue-wheel-thing with it's "upper right - paragon, lower right - renegade, middle  right - neutral" structure (made for firstgraders and not for adults) and give the player a better hint about what your character is about to say.


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#550
Tootles FTW

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tumblr_mnlhohEEUd1qgqpr6o1_500.gif

 

I love voiced protags, especially if the rest of the cast are fully voiced.  If it were a Neverwinter Nights situation where voice work was minimal (I believe your companions only say the first line of each conversation, if memory serves) the absence of a protag voice isn't so apparent...but in DAO it was completely jarring and made me feel like I was directing a plank of wood around the battlefield.  I felt little to no attachment to my Warden outside of how the other characters responded to her/it.  Hawke, however, I am invested in.


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