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Stop voicing the main hero please.


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#51
Will-o'-wisp

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They've explicitly said they did.

But that doesn't matter. The writer's intent dies the instant the words hit the page.


Uh, yes, right, In Exile's other post made it pretty clear. I just got confused because I misunderstood the one directed at me at first. ^^'



#52
Sylvius the Mad

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A big gaming company won't make a bad-non profit decision because of your nostalgia.

It's not nostalgia. So far, the voiced protagonist does a terrible job of providing decent roleplaying gameplay.
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#53
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My point is when we had text only it would allow in the game so much more to say.

For example DAO:Five or six choices of phrases.Mass Effect:only three.

I understand that voice files take more place and because of that quality of dialogues suffer.

As I said a voiced PC will cause limitations. But overall the quality is better, from personality, to character interactions, to basic dialogue, even emotions. Voiced PC's create a better overall experience.


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#54
Sylvius the Mad

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The only characters I can see as " mine" are characters who give me enough information to RP right.

I completely agree with this, but for me it's the characters over which I have the moat control. In the older games, even the companions were mine. Edwin and Xan and Coran were as much my characters as the Bhaalspawn was.

Even in DAO, I had a better understanding of Sten and Wynne than I did of Hawke or Shepard.

Right now, I'm playing Wasteland 2, and my 4 Desert Rangers are far more interesting to me than Hawke ever was.

#55
In Exile

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I disagree; BioWare dialogue pretty much always broke down into the nice/harsh/investigation lines (with occasional joke option thrown in), something David Gaider and others tend to point out whenever this topic pops up. As such, I never found it any more unpredictable or confusing than the voiced version -- when you have the dialogue provided verbatim and the intended tone is easy to infer the room for confusion is minimal.


The difference between DAO and DA2 is that DAO offered no means to actually tell what line was what, or how it was delivered to properly evaluate an NPC reaction.

How did the Warden call Alistair a "royal bastard"? Was it an obvious joking tone, and Alistair joked back? Was it aggressive and insulting, and Alistair deflected it with humour? We *know* whether he approved or disapproved so the whole interaction becomes very confusing.

That's the problem. The paraphrase is a wholly separate issue from VO.
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#56
Muspade

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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.

Didn't you say you wouldn't buy the game?

On topic, I feel more immersed in whatever I'm doing if everyone is talking. One of them being a mute with telepathy just kind of forces me out of it.


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#57
Sylvius the Mad

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As I said a voiced PC will cause limitations. But overall the quality is better, from personality, to character interactions, to basic dialogue, even emotions. Voiced PC's create a better overall experience.

None of which matter if we don't have control over them.

#58
In Exile

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Triple post. :(

#59
In Exile

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Triple post. :(

... Bad phone!
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#60
In Exile

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I think paraphrases are way more unpredictable and confusing than the full lines we got in Origins. Though I'm unsure if I uderstood correctly what you mean by "giving you enough Information to RP" - you're saying that the writers had specific emotions and tone in mind that you dont know when choosing the written lines, right?


In terms of your question, yes. As to the paraphrase, that's a separate issue . It's bad UI but that has nothing to do with VO. Morrowind had nothing but key terms and paraphrases and no VO.

While the two are related for Bioware they are not the same things.

#61
Sylvius the Mad

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How did the Warden call Alistair a "royal bastard"? Was it an obvious joking tone, and Alistair joked back? Was it aggressive and insulting, and Alistair deflected it with humour? We *know* whether he approved or disapproved so the whole interaction becomes very confusing.

Just like talking to a real person.

What you describe was a good feature.

That's the problem. The paraphrase is a wholly separate issue from VO.

That's true, but the fixed tone is as big a problem.

#62
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None of which matter if we don't have control over them.

Doesn't matter if we have control over them or not. A well voiced character is a well voiced character period.


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#63
Icefalcon

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I'm going to point blank disagree with OP here.

 

If Bioware went in what I considered a backwards direction and returned to text only PC I would almost certainly give the game a miss.

 

I'm currently replaying DAO and the lack of voice is the biggest thing I miss, and it makes the game seem dated


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#64
Sylvius the Mad

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In terms of your question, yes. As to the paraphrase, that's a separate issue . It's bad UI but that has nothing to do with VO. Morrowind had nothing but key terms and paraphrases and no VO.

Did Morrowind ever show us the full line, though?

If not, then it was functionally equivalent to full-text.

#65
In Exile

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Just like talking to a real person.

What you describe was a good feature.
That's true, but the fixed tone is as big a problem.


That's not at all like talking to a real person. You have different variables IRL, namely, your own action and tone (which you can perceive) and their reaction. With silent PCs you either ONLY have the reaction OR the reaction and a metaphysically true indication of their internal subjective state.
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#66
Sylvius the Mad

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Doesn't matter if we have control over them or not. A well voiced character is a well voiced character period.

A character I don't control is a character in which I have no interest. How authentic his performance only becomes relevant after that first hurdle is cleared.
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#67
Sylvius the Mad

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That's not at all like talking to a real person. You have different variables IRL, namely, your own action and tone (which you can perceive) and their reaction. With silent PCs you either ONLY have the reaction OR the reaction and a metaphysically true indication of their internal subjective state.

But you can headcanon your tone, which gives you exactly as much information as the real world does.

And happily, BioWare has been kind enough to remove the approval meter in Inquisition.
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#68
Muspade

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But you can headcanon your tone, which gives you exactly as much information as the real world does.

You can't head-canon the tone of a line a writer wrote to be a specific thing. You can imagine it but it's not necessarily true to your imagination.


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#69
In Exile

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But you can headcanon your tone, which gives you exactly as much information as the real world does.


You can't head cannon the tone. The tone is a definite thing in the world - you just don't have access to it. Much the same way you can't head cannon away eating food.
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#70
Sylvius the Mad

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You can't head-canon the tone of a line a writer wrote to be a specific thing. You can imagine it but it's not necessarily true to your imagination.

Sure you can. The writer's intent didn't make it into the game - only the words did.

All roleplaying is in your imagination. I would argue that my entire real world personality is nothing more than headcanon. I decide what it is, and I express it as I choose.

The game should work similarly.

#71
Sylvius the Mad

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You can't head cannon the tone. The tone is a definite thing in the world - you just don't have access to it.

It isn't in the world. Show it to me.

#72
Muspade

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All roleplaying is in your imagination. I would argue that my entire real world personality is nothing more than headcanon. I decide what it is, and I express it as I choose.

Now you're just being silly. Not that other people haven't argued about this with you before and no conclusion came of it, so i'll just abstain as neither of us will reach an agreement.


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#73
tmp7704

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The difference between DAO and DA2 is that DAO offered no means to actually tell what line was what, or how it was delivered to properly evaluate an NPC reaction.

How did the Warden call Alistair a "royal bastard"? Was it an obvious joking tone, and Alistair joked back? Was it aggressive and insulting, and Alistair deflected it with humour? We *know* whether he approved or disapproved so the whole interaction becomes very confusing.

That's the problem. The paraphrase is a wholly separate issue from VO.

Again, I disagree; the means to tell the intent were the placement and presence of other lines. The nice lines were generally on top, the aggressive ones on the bottom, investigations and/or jokes in the middle. To take a look a the specific example you bring up:

1. What?! You don't think you might have told me this before?
2. So... you're not just a bastard, but a royal bastard? Approves (+1)
3. Doesn't that make you heir to the throne?
4. Why did you wait to tell me this?

#3 is obv. investigation/neutral line. #1 is on top, #4 is on the bottom so that makes them 'nice' and 'in your face', respectively. That leaves #2 in the middle as 'not aggressive' because that's covered by #4, meaning #2 is intended as a joke. (although whether Alistair would see the humour in it is up to him, in this case he apparently did)

#74
Sylvius the Mad

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Again, I disagree; the means to tell the intent were the placement and presence of other lines.

I never noticed this when playing the silent protagonist games, and I would have liked them less if I had.

I don't think the game should decide tone for us.
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#75
mav805

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I feel the same way OP. When playing a voiced main character, I don't feel it's MY character. Shepard. Hawke. Those are Bioware's characters, which is fine I guess, but it doesn't allow me to take the role of the protagonist the same way as Origins did.