Oh I remember that.
I thought picking the paragonish dialogue option would get me that particular result... yeah... nah.
So on a different playthrough, many many months later, I picked the third.. and was shocked. But happy, no less. ![]()
Guest_Donkson_*
Oh I remember that.
I thought picking the paragonish dialogue option would get me that particular result... yeah... nah.
So on a different playthrough, many many months later, I picked the third.. and was shocked. But happy, no less. ![]()
I think the dialogue system has improved from the way things worked in previous games. I also don't get the impression that there is a consistent pattern of "empathic, neutral, confrontational" to the responses. I find myself using more varied responses.
But yes, the paraphrases were sometimes misleading and rather often so vague that selecting an option was like rolling dice. I hate it if I don't get accurate and reasonably complete information about what my own character is going to say. It feels as if I don't know my own mind. I have no idea what Bioware thinks to achieve with this but it doesn't work for me.
LOL I encountered this today.
Solas: I may need a favor.
Dialogue Wheel: Out with it, then.
Inquisitor: *In a vaguely caring voice* Go on.
Me: Huh? Oh thats fine Inquisitor, just suddenly be nice to him. Break character completely, I dont mind ![]()
I like the dialogue wheel in Inquisition much more than the one in DA 2 and ME (all of them): it's a lot less confusing and I very rarely picked something different to what I wanted to say.
I think the DA 2 wheel was the ultimate troll.
I do miss the Baldur's Gate and NWN era, where you could read the full response in a dialogue and pick the one you wanted to RP.
But then, I grew up with traditional RPGs so maybe I am just being nostalgic.
I think it's rather more than nostalgia but a fundamental problem. If you don't have accurate and complete information about what your character is going to say, you can't make an informed decision, and thus you lose control over your character's characterization, which is a core element of roleplaying. In principle, paraphrases can work in many situations, but *short* paraphrases are intrinsically problematic, and become more problematic as the discussed topics increase in complexity.I like the dialogue wheel in Inquisition much more than the one in DA 2 and ME (all of them): it's a lot less confusing and I very rarely picked something different to what I wanted to say.
I think the DA 2 wheel was the ultimate troll.
I do miss the Baldur's Gate and NWN era, where you could read the full response in a dialogue and pick the one you wanted to RP.
But then, I grew up with traditional RPGs so maybe I am just being nostalgic.
Guest_Donkson_*
I loved the DA:II dialogue wheel, personally.
My Hawke was sarcastic all the way through, couldn't bring myself to pick any other option. Basically I didn't feel right alternating between "Let's rescue kittens", "Everything is a joke" and "I want you to die".
I think it's rather more than nostalgia but a fundamental problem. If you don't have accurate and complete information about what your character is going to say, you can't make an informed decision, and thus you lose control over your character's characterization, which is a core element of roleplaying. In principle, paraphrases can work in many situations, but *short* paraphrases are intrinsically problematic, and become more problematic as the discussed topics increase in complexity.
Also, the principle that paraphrases have to be different from the spoken lines even where it would be completely appropriate for them to be identical - as in the above example, "Go on" would work perfectly on the wheel - causes a lot of unnecessary additional problems.
Well, what am I saying. Paraphrasing as a whole is a problem, not a feature. It adds nothing to roleplaying and only causes problems. It's been six years since ME1, and I still don't get why this is supposed to be something desirable.
I agree.
I think Inquisition did much better than the previous games (I hated the wheel), but there is still a lot of work to do.
As you say, not paraphrasing when it's not required would be a great start.
Also, when you paraphrase, the shorter sentence in the wheel should at least have the same meaning of the actual dialogue: sometimes especially in the previous games it was completely different to what the characters said.
Third point: in Inquisition, when you make special choices, an additional box comes up that tells you exactly what the result would be by picking a specific option - this could be used more often in addition to the emotion icons to help picking the right dialogue.
It doesn't bother me too much. It reminds me of real life. I often find myself thinking, "I didn't mean to say that... why did I say that..." Can be a little annoying when you're playing a direct but not blatantly rude character though.
If you think DA:I is bad as far as extreme, off-the-wall responses, you clearly haven't played DA2. Who stands next to a grieving man holding the body of his murdered son and says "well at least the day can't get any worse...it IS pretty late
"
That's the single best line of Dragon Age, and absolutely what I would have said IRL. It was such a perfect moment.
The dialogue wheel has a tendency to be misleading. If you're going to implement a dialogue wheel, make it useful or accurate please. It looks pretty but it is super annoying when I have to save before every dialogue choice because you developers fail to communicate properly. The dialogue wheel can turn expressions of confusion, uncertainty, or disbelief into what seems like phrases demonstrating pure hatred or resentment. Also, some of your lines are ridiculously "cheesy".
Basically, you leave us with three dialogue choices (aside from special emotional ones, which are still just as vague, and questions).
Good: "I will do whatever it takes to save the world and end all evil. I despise all that is wrong and evil."
Sarcastic: "Everything is hilarious because I am the Inquisitor and I am never wrong."
Cruel: "I hate you and only care about myself because I'm a cruel, heartless Inquisitor who only wants power and influence."
Could we get some in-betweeners, or gray areas please? These completely break any roleplaying aspect of the game for me.
I chose the direct options every time and I sure as hell didn't feel cruel or heartless. There may be a few morally questionable decisions here and there but to say that the bottom/direct responses are generally cruel is beyond ridiculous. Seriously, if you think the inquisitor is cruel then you're either very easily offended or have never played a Bioware game before...
I agree with most people that the OP seems to be discribing more DA2 dialogue wheel, than DAI's. And quite to the contrary, IMO the dialogue choices are really good, the best system of all the BW game I've played: it didn't feel rigidl divided into three types of personalities, I loved that you could add special options in certain dialogues aside from the diffrent options based on your clss or race (arcane knowledge, history knowledge, etc), and I thought that the special "emotion" wheel was a good idea.
By far, the evolution of the dialogue wheel is the one I appreciate the most (much, much, much more than the big open maps and the expanded crafting system, for example)
I loved that you could add special options in certain dialogues aside from the diffrent options based on your clss or race (arcane knowledge, history knowledge, etc),
Don't forget your character's religious beliefs. I absolutely loved how the game kept track of what you said throughout the game in regards to that, and how it unlocked different conversation options later on. ![]()
If only they had the dialogue style from DA:O, but alas, too much resources. Nothing to do but wonder why my Inquisitors can share the same views on events despite their various different backgrounds
Guest_Donkson_*
As somebody who loved playing sarcastic Hawke...
Sarcastic IQ was just cringe-worthy. ![]()
If only they had the dialogue style from DA:O, but alas, too much resources. Nothing to do but wonder why my Inquisitors can share the same views on events despite their various different backgrounds
Well, I know the Lavellan clan is supposed to be different from other Dalish clans, as it is rather interested in cultures outside of their own, and want peace with the humans. At least, that's according to the codex on them. So in theory, there shouldn't be any roleplaying reason why a Dalish Inquisitor can't have similar views to humans... or at least understand where they come from. Whether or not you do is entirely up to the player. Can't speak for the other backgrounds, but I imagine they all have something similar in the codex to give players a roleplaying reason to justify whatever choices they want to choose. ![]()
I chose the direct options every time and I sure as hell didn't feel cruel or heartless. There may be a few morally questionable decisions here and there but to say that the bottom/direct responses are generally cruel is beyond ridiculous. Seriously, if you think the inquisitor is cruel then you're either very easily offended or have never played a Bioware game before...
Hah. My evil-cruel playthrough of Origins would make Hawke and the Inquisitor blush. So much evil-cruelty. I mean, this psycho city elf sacrificed relatives to gain a point of constitution XD
I noticed this with the first Mass Effect. The Dialogue Wheel has always been trolling. I'd make a selection and my Shepard would say something and I'd be like, no, I didn't want to say that! Figure they can't fit the entirety of the dialogue quote on the wheel so they try to give you the gist of what you're about to say, but often it feels way off the mark. It's comical at times, but frustrating if it really screws you with regard to companion approval/disapproval.
As somebody who loved playing sarcastic Hawke...
Sarcastic IQ was just cringe-worthy.
I miss not being able to be the least serious person in the game.
It's been really to pinpoint my character in DA:I in the same way I could in DA:I, also sometimes the american voice actor seems a tad to suave, such as when he recruits Vivienne and such.
Guest_Donkson_*
I just miss having a personality.
I noticed this with the first Mass Effect. The Dialogue Wheel has always been trolling. I'd make a selection and my Shepard would say something and I'd be like, no, I didn't want to say that! Figure they can't fit the entirety of the dialogue quote on the wheel so they try to give you the gist of what you're about to say, but often it feels way off the mark. It's comical at times, but frustrating if it really screws you with regard to companion approval/disapproval.
The paraphrasing (not the wheel as such) is responsible for about 95% of my reloads.
When it was a dialog tree in DA:O you could be really funny if you want to very consistant with your views, an elf could go on and on about how humans are evil. It was great but the options under the wheel feel forced, and usually there are only 3.
I remember from DA2 (I think) there was option to be agressive but it just said something like 'I disapprove of your actions'. I did so chose it and my character said something like '"Your a ****** and I hate you." I was like, what? I never meant that.
Guest_Donkson_*
I wonder if arsehole Hawke might possibly be as hilarious as sarcastic...
Maybe in the next act I should try that. You know for "character development" purposes. ![]()
I'll do the headcanon thing and have my Hawke go from pulling the p*ss out of the trivialities of Kirkwall to "I'm just plain sick of this bullsh*t."