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The Dialogue Wheel Is a Troll


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#51
Ieldra

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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.

Indeed. DAI toned these down, but that just means that the paraphrase has become more vague.

 

Paraphrasing is still the "I never meant to say that" feature. Only instead of being completely out of character, the spoken lines are now acceptable because most of them are acceptable, but still wildly different from the paraphrase.


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#52
TurretSyndrome

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I got over the paraphrase issue I've always had with the dialogue wheel. In DA:I, I just accepted it. There were a number of times I was "surprised" by what my character said or how the tone ended up being despite the severity of the icon. But once you just accept you're not gonna get what you want with the dialogue, it becomes much easier.

 

Sad that it is an adjustment that needs to be done by the player. But what else can you do when you're faced with stubborn developers who want to preserve their "artistic vision" despite the practical use of the system being very uncomfortable for the player. At least it's only a temporary hiccup(once you know what the character says, you can reload and pick another).



#53
Araceil

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What I don't understand is why Bioware don't implement a feature that allows you to see the whole dialogue line if you hover over the option on the wheel for a second. It worked perfectly in Deus Ex:HR and it would eliminate 99% of the problems people have with the paraphrasing, people even asked for this pre-launch. 


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#54
BlueLynx

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I know of some moments I meant well, and chose an option and my inquisitor would have an outburst from nowhere .. lol  

 

I did enjoy the humor options though :)



#55
Bekkael

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What I don't understand is why Bioware don't implement a feature that allows you to see the whole dialogue line if you hover over the option on the wheel for a second. It worked perfectly in Deus Ex:HR and it would eliminate 99% of the problems people have with the paraphrasing, people even asked for this pre-launch. 

 

They did, and Mike Laidlaw showed it off in the very old Crestwood demo with BroQuisitor. But like so much else from that Crestwood video, it apparently got chopped. Very sad.


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#56
Mark of the Dragon

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I found Inquisition dialogue wheel to be worse then DA2. I did not have the many problems with it in DA2 outside a few situations where it was just really off. In DAI it was like every other line I was reading one thing and my character was saying another.


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#57
Icy Magebane

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I thought that the paraphrasing and dialogue wheel were fine this time around... I only remember expecting something different from the spoken dialogue once or twice.  That's pretty good considering the length of the game.  Occasionally, I wound up in a situation where none of the dialogue options were what I would have wanted my PC to say, but that's another issue entirely...



#58
CampanulaPatula

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Yeah, dialogue wheel is better this time around, you actually can switch between different tone of answer during single conversation without feeling like a schizophreniac.

 

But still.. I'm not a fan of dialogue wheel at all. Possibility to see full answers in advance would be always better for me than paraphrases..



#59
Ieldra

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They did, and Mike Laidlaw showed it off in the very old Crestwood demo with BroQuisitor. But like so much else from that Crestwood video, it apparently got chopped. Very sad.

No, that was something completely different. That feature explained plot decisions, it never showed what you would say, and it's actually in the game at various points, for instance when recruiting some characters.


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#60
Ieldra

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What I don't understand is why Bioware don't implement a feature that allows you to see the whole dialogue line if you hover over the option on the wheel for a second. It worked perfectly in Deus Ex:HR and it would eliminate 99% of the problems people have with the paraphrasing, people even asked for this pre-launch. 

Yeah, that's the completely incomprehensible part. It would solve the problem neatly in almost all cases, it shouldn't be too difficult to do, but somehow it appears to go against some design principle. Perhaps we should remind Bioware that we're not watching a movie, we are playing a character. Regardless of whether you're playing a defined character with very limited choices or a less defined character with more choices, not knowing what your lines are going to be is anathema to roleplaying. It's a stab at the very heart of the idea. Whatever they think they gain by this (and it's not as if I see any gain at all), it's not worth it.


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#61
veeia

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Iirc they actually tested that, and their test group didn't like it. So, blame them I guess?

#62
Ieldra

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Iirc they actually tested that, and their test group didn't like it. So, blame them I guess?

I wonder if there were any dedicated roleplayers in that test group.



#63
stonerbishop

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They should go back to non voiced protagonist so what you choose is what you say

#64
earymir

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I was recently playing my "aggressive" inquisitor and was actually super relieved at how reasonable the aggressive options seemed (and I'm usually hardcore goodguy).  I really haven't come across anything nearly as extreme as DA:2 or DA:O (which had some pretty heartless stuff in there...).  



#65
stonerbishop

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. I really haven't come across anything nearly as extreme as DA:2 or DA:O (which had some pretty heartless stuff in there...).

But ..but that's the best part

#66
Ieldra

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I was recently playing my "aggressive" inquisitor and was actually super relieved at how reasonable the aggressive options seemed (and I'm usually hardcore goodguy).  I really haven't come across anything nearly as extreme as DA:2 or DA:O (which had some pretty heartless stuff in there...).  

DAI *is* way better than DA2 in this, but consider this: in DAO you could actually see what those options were, and if you didn't want that, you could choose something else. Only with paraphrasing is it possible to choose the extreme lines accidentally. If I could put a big "NoNo" sign on any theoretically imaginable feature for a roleplaying game, this would be one of my primary candidates.

 

Of course, never in my life would I have imagined someone would do something as utterly insane as to hide my own lines from me. It boggles the mind.



#67
Joseph Warrick

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Could you please provide real examples from the game rather than invented ones, especially if you use quotation marks.



#68
frostajulie

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I am in the camp that responses were not different enough or strong enough the red fist should be forceful and aggressive and yet my inquisitor red fists and sounds calm and resonable and I hink well that was disappointing, okay ima pretend Im using my angry eyebrows and being coldly calm. I did like the crybaby option though it also sounded kind of flat- better that than over the top I guess. I don't think the inquisitor ever said anything witty. Hawke, Zevran and Alistair win that one from their respective games. It would be nice to rp the witiest video game character in the game again DA2 spoiled me in this respect



#69
AlanC9

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Yeah, that's the completely incomprehensible part. It would solve the problem neatly in almost all cases, it shouldn't be too difficult to do, but somehow it appears to go against some design principle.


Didn't one of the devs say that they tested this, and it failed? IIRC it was during DA2's development.

#70
jsachun

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Not only that, it doesn't even work like a wheel most of time and you have to resort to hitting numbers anyway.

 

Petition to have unvoiced protagonist back and also to keep dialogue wheel in ME where it belongs.


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#71
Cette

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Not only that, it doesn't even work like a wheel most of time and you have to resort to hitting numbers anyway.

Petition to have unvoiced protagonist back and also to keep dialogue wheel in ME where it belongs.


Implying it ever belonged there either? The wheel was always bad and should feel bad.
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#72
ThreeF

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I am in the camp that responses were not different enough or strong enough the red fist should be forceful and aggressive and yet my inquisitor red fists and sounds calm and resonable and I hink well that was disappointing, okay ima pretend Im using my angry eyebrows and being coldly calm. I did like the crybaby option though it also sounded kind of flat- better that than over the top I guess. I don't think the inquisitor ever said anything witty. Hawke, Zevran and Alistair win that one from their respective games. It would be nice to rp the witiest video game character in the game again DA2 spoiled me in this respect

 

I'm not sure I find this appealing, very strong emotional output in voice pretty much would force you to always respond in same manner (see DA2), even NPC are not  that one-dimensional. For instance in the conversation with the cleric and Lord Seeker, i thought it fitting that I could talk calmly to the cleric and get angry at Lord Seeker, in that dialogue if the intonation was too strong it would sound like poor acting and there are still combinations where it does sounds like poor acting.

 

I understand that some like to role-play a goody-two-shoe and a stomp-I'm-evil characters, but I've always found that to be really restrictive because I like playing a balanced character that respond according to a situation instead of a single personality  trait.



#73
MiyuEmi

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Not a wheel troll, but I love how the female IQ walks into the room after hearing the Divine scream for help and calmly says...What's going on here?  At least the male voice actor had some level of urgency to his voice.



#74
ThreeF

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Not a wheel troll, but I love how the female IQ walks into the room after hearing the Divine scream for help and calmly says...What's going on here?  At least the male voice actor had some level of urgency to his voice.

 

That line is actually a recycle, I don't remember the exact moment, but you get to hear it again and in that situation it is more fitting.



#75
Antergaton

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Not a wheel troll, but I love how the female IQ walks into the room after hearing the Divine scream for help and calmly says...What's going on here?  At least the male voice actor had some level of urgency to his voice.

 

The american voice definitely is like that. The English one is far better.

 

Although, the English voice when meeting Flemeth is great (bad depending, I found it funny), I think the wheel is something like "You're really her?" And it comes out with 'A pleasure to meet you.' The most casual response of a Dalish Elf meeting one of their gods you could ever imagine.