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Option for no voice acting for main character in future games


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#1
Commander Michael

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Hey. 

 

I have no problem with voiced protagonists, IF done correctly. I don't think Inquisiton does it correctly though. Main reason for this is the terrible dialogue wheel with such inaccurate summaries of what your character will actually say. It's so bad that I have to save before every single conversation and go through all dialogue choices so I know exactly which one will suit my character. This is a massive downside to this game, as the loading times are SO DAMN LONG. 

 

DA2 had the same problem, but in that game you were pretty much locked to 3 personalities, which were all obviously pointed out with colors, so it wasn't that bad (but it was still bad). Atleast the loading times in DA2 were like 3 seconds.

 

I know for a fact they won't go back to silent protagonists, but can we atleast get the option to do so? So if people select the silent option, they'll get more detailed dialogue wheel options or something? 

 

Or, how about if we right click on the dialogue wheel summary option to see the FULL ANSWER? I seriously cannot fathom why they have not done this.

 

Dialogue is a KEY element to defining your character, and DA2 and DAI do it in a terrible way, in my opinion. I want to be in full control of what my character says, and why should I not be?

 


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#2
Efvie

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I have a problem with some water in this bathtub with a baby in it. I’d like to hear your solution! :)

 

 

 

(Yes, it’d be very useful to have more descriptive dialogue choices—and many clearly opinionated choices are lacking the ‘emotion’ icon, too, making it extra confusing.)



#3
abearzi

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You're working under the impression that the player actually gets to RP in DAI, ME3 (even ME2 to some extent), and DA2. As soon as you come to terms with the fact that your Inquisitor is just window dressing between pre-rendered cutscenes where virtually none of your choices matter, literally, as soon as that conversation is over, then you'll have more fully grasped the essence of DAI.

 

In most of the conversations, it doesn't even change the dialogue with the NPC, they might have one different line before continuing with the standard speech which all the options get to hear. 



#4
AlexiaRevan

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I would recommand something that already exist in Star Wars Online wich is a SKIP button for all dialogues . If you hit Escp Button , you can try again . And they have cutscene in that game . Of course , if you go too far in a cutscene it can end and you can fail at using the SKIP . 



#5
Commander Michael

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You're working under the impression that the player actually gets to RP in DAI, ME3 (even ME2 to some extent), and DA2. As soon as you come to terms with the fact that your Inquisitor is just window dressing between pre-rendered cutscenes where virtually none of your choices matter, literally, as soon as that conversation is over, then you'll have more fully grasped the essence of DAI.

 

In most of the conversations, it doesn't even change the dialogue with the NPC, they might have one different line before continuing with the standard speech which all the options get to hear. 

 

True. But I'd really like BioWare to go more closer to something like DAO and less towards auto-dialogue nonsense. Still, I'd prefer to fully know what my character is saying; I can ignore the fact that it doesn't matter what I say (well, some approval changes may happen and one extra line might be added), but it's still important to me as a player.

 

 

I would recommand something that already exist in Star Wars Online wich is a SKIP button for all dialogues . If you hit Escp Button , you can try again . And they have cutscene in that game . Of course , if you go too far in a cutscene it can end and you can fail at using the SKIP . 

 

I really liked this function in SWTOR.



#6
abearzi

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True. But I'd really like BioWare to go more closer to something like DAO and less towards auto-dialogue nonsense. Still, I'd prefer to fully know what my character is saying; I can ignore the fact that it doesn't matter what I say (well, some approval changes may happen and one extra line might be added), but it's still important to me as a player.

 

I completely agree. There have been a few times I've reloaded to redo a conversation since the paraphrase was just completely off the mark. I do like having a voiced protagonist though, for the most part. With the ME series, I think Jennifer Hale did an amazing job with FemShep, and really contributed to how much I loved the series. But the same problem arose with bad paraphrasing of lines.



#7
DarkSpiral

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True. But I'd really like BioWare to go more closer to something like DAO and less towards auto-dialogue nonsense. Still, I'd prefer to fully know what my character is saying; I can ignore the fact that it doesn't matter what I say (well, some approval changes may happen and one extra line might be added), but it's still important to me as a player.

 

 

 

 

When, exactly, did it matter what you said in DA:O?  You always ended up in the same place, aside from possible changes in approval.

Not that I don't get your main issue is that you can't tell ahead of time what you're going to say.  At least I think that's the core of your problem?  I don't have a problem with it, but I get that you do.  But what you posted above is a description for dialogue in not merely Bioware games, but most of the RPGs I've ever played.  It never matters what choice you pick (aside from the occasional option to refuse to do the quest at all) aside from the meaning you assign to how your charcter is behaving.


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#8
Sylvius the Mad

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While I agree in principle, I do think Inquisition does this a lot better than DA2 did. I'm not having significant problems (and I hated every minute of DA2 dialogue). I think the option to turn off the tone icons helps immensely.

#9
Sylvius the Mad

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When, exactly, did it matter what you said in DA:O?

It mattered to character development literally every time. And character development is the most important part of roleplaying.

I do not care - at all - what reaction or consequence my chosen line elicits.

#10
Gill Kaiser

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I've found the paraphrases decent, so far. The only one I can think of that irritated me a lot was when talking about keeping Cole. Solas just described the basics of what Cole is, then the Inquisitor goes to talk to Cole, and if you choose the middle option the paraphrase is something like "What are you?", but the Inquisitor says "Solas just tried to explain what you are, but I zoned out after a while. Could you tell me what you are?".

 

I REALLY don't like my Inquisitor sounding like an ignorant fool.


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#11
wicked cool

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Voiced character has become one of my top 5 favorite things about this game. Not going back to silence
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#12
Chaos17

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Indeed, the written choices for our replies don't usually match the voiced reply.

Bioware could really add a little description above them like they sometime do.

Otherwerse I prefer to go back with what have been done in DAO so I could READ the FULL sentence before I choose.

No, that doesn't mean to abondon the VA, I just want to know really what I'm goona say.



#13
Z.Z

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When, exactly, did it matter what you said in DA:O?  You always ended up in the same place, aside from possible changes in approval.
Not that I don't get your main issue is that you can't tell ahead of time what you're going to say.  At least I think that's the core of your problem?  I don't have a problem with it, but I get that you do.  But what you posted above is a description for dialogue in not merely Bioware games, but most of the RPGs I've ever played.  It never matters what choice you pick (aside from the occasional option to refuse to do the quest at all) aside from the meaning you assign to how your charcter is behaving.


Your understanding of the importance of dialogue choice is different from mine, and likely the OP's. The end result does not matter. What information my character gets ultimately doesn't matter. What my character says exactly and how the NPC respond, even just one or two sentences, matter. It breaks immersion if my character speaks angrily when I picture him ask a friendly question. I want my illusion of RP and choices. The inconsistency removes such illusion.

#14
abearzi

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When, exactly, did it matter what you said in DA:O?  You always ended up in the same place, aside from possible changes in approval.

Not that I don't get your main issue is that you can't tell ahead of time what you're going to say.  At least I think that's the core of your problem?  I don't have a problem with it, but I get that you do.  But what you posted above is a description for dialogue in not merely Bioware games, but most of the RPGs I've ever played.  It never matters what choice you pick (aside from the occasional option to refuse to do the quest at all) aside from the meaning you assign to how your charcter is behaving.

 

So far there have been zero interactions where the Inquisitor could talk themselves out of a fight. Or talk themselves into one. Or bribe anyone. Or murder-knife anyone. 

 

DA2 and DAI have both been; pick random dialogue wheel option, minor approval changes to random companions, outcome is identical regardless. No stabbing of shifty merchants, no coercing of highwaymen, no punching of paparazzi. So yes, in other games, even the ME series which went ****** up by the last 3rd of 3, there were conversation options which substantively altered aspects of the game in game. So far DAI has just been pick mage-terrorists or tempar-fascists. Then the side you don't pick just gets auto-zombied into more faceless drones to kill over and over. Oh, and I think that one boss fight changes. Woohoo...



#15
DarkSpiral

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So far there have been zero interactions where the Inquisitor could talk themselves out of a fight. Or talk themselves into one. Or bribe anyone. Or murder-knife anyone. 

 

DA2 and DAI have both been; pick random dialogue wheel option, minor approval changes to random companions, outcome is identical regardless. No stabbing of shifty merchants, no coercing of highwaymen, no punching of paparazzi. So yes, in other games, even the ME series which went ****** up by the last 3rd of 3, there were conversation options which substantively altered aspects of the game in game. So far DAI has just been pick mage-terrorists or tempar-fascists. Then the side you don't pick just gets auto-zombied into more faceless drones to kill over and over. Oh, and I think that one boss fight changes. Woohoo...

How far into the game have you gotten?  Because you're not correct about that.  I can recall several times where there were options to skip the dialogue and go straight to the fight.  They were all clearly labeled: "kill him," "fight," etc.  Perhaps the lack of any surprise is part of the problem, for you?  I can understand that, if its so.

No murderknife, I'll grant you.