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Please let us see what we're actually going to say - A request regarding all Bioware games.


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#1
Infinyte

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There is only one thing that truly frustrates me when playing Bioware games - when my character says something completely out of character.

 

All I want - which I suspect would be simple, given that subtitles are readily available - is for the first actual sentence that your character is going to say to appear above the dialogue bubble when you hover your mouse over it. (Or when you hold the button down, for people using gamepads/on consoles) I don't care where it appears, it could just appear where all the Subtitles already appear. Just as long as I can see them, so I can say what I actually mean.

 

The story, conversation, and choice system is brilliant, but I am constantly picking conversation options that I simply do not like (And on occasion simply hate). There no way to know what your character is about to say when you choose one of the dialogue options available to you, rarely does what they say even contain the same words as what you've chosen! :[

 

I'm the type of person who gets very attached to my character, and try to play them as well as I can to emulate what I would do in their situation. Most of the time the level of immersion in Bioware games is unmatched, but when I have to reload because my character said something I didn't intend when there was a much better option (And I find myself having to do this a lot...), it really dulls the experience.

 

If I wanted to watch a character do and say whatever I want, I'd watch a Movie or play a more linear game, Bioware games shouldn't be like that, and I feel this feature would do mounds to correct what I feel has been a glaring problem in most story-based games ever since they started gaining mainstream traction.

 

Certainly I can't be the only one who enjoys investing myself into characters when they play games like this who experience the same frustrations?

 

I don't know if such a feature could be patched into Inquisition, but at the very least it would make me so very happy if Bioware's future games incorporated something like this into the game. Even as just an optional toggle! As I recall, there exists a similar feature in SWTOR already with the "Show Conversation Alignment Gain".

 

So please Bioware, I implore you. Let the players see what we're actually going to say, the vague dialogue boxes do not do our choices justice.

 

Thanks so much for your time! <3


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#2
Lee T

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Where do I sign ?

#3
Ending

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'This sounds about right

 

____ Greatly Disapproves 

 

****, reload'

 

Happened to me a fair bit on my first play through


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#4
Thiefy

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I know they are all ab out the dialogue wheel but I really liked Origins better because I could see the whole line my warden would have said if she could speak.

 

I wasn't really sold on it in DA2 but the purple, green and red indicators worked well enough and I could at least convey the tone I wanted.

 

Now theres a lot of extra icons that dont necessarily reflect a tone so much as mood, and the actual ones that would reflect tones are colorless. I have also found myself reloading because of the confusion in what was being said instead of what I intended. 



#5
DanteYoda

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I agree

 

You see a line you like....characters says pretty much totally the opposite....

 

Greatly Disapproves...

 

Disapproves..

 

Slightly Disapproves..

 

...For fudge sake...

 

Liking Sera and trying to free Mages is really a pain in my ass


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#6
Ending

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Sera says something about it before the decision, got to watch out for those. They helped me on decisions when trying to please somebody.

 

They sometimes will give you a one-line input.



#7
papercut_ninja

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I actually find the element of guessing how my response is going to come out quite refreshing...it´s like playing someone with tourettes syndrome...

 

I want to express my deep admiration and gratitude for your contribution...

 

"Bob Saget!"


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#8
Saphiron123

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This is very smart. I like this.

#9
Agarica

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I cannot express how accurate this is,

I'd love to see this happen!



#10
AlanC9

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Unfortunately, the devs say they've already tested something like this during DA2's development, and it failed. People liked the dialogue system better without the feature than with it. Apparently, lots of players used the feature and then found themselves annoyed with getting the same line twice, once written and once spoken.
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#11
Arisugawa

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Unfortunately, the devs say they've already tested something like this during DA2's development, and it failed. People liked the dialogue system better without the feature than with it. Apparently, lots of players used the feature and then found themselves annoyed with getting the same line twice, once written and once spoken.

 

Then the context of what will be said needs to be made more clear in the summary.

 

A prime example is during Priority: Sur'Kesh in Mass Effect 3.

 

My Renegade Shepard had destroyed Maelon's research because she felt, deeply and truly, that saving that research would legitimize all the suffering and pain that Maelon's subjects went through. She destroyed it not because she was pro-Genophage, but because it was tainted.

 

So, suddenly Wrex is confronting me and my options are essentially "I regret destroying the data" and "I did what I felt was right."

 

Well, my Shepard isn't going to back down to Wrex, and she's going to speak her mind about it. So I pick "I did what I felt was right."

 

And suddenly my Shepard is talking about how the Krogan "weren't ready for a cure." Something completely pro-Genophage and the near antithesis of why my Shepard destroyed Maelon's data.

 

It was a terrible, character shattering and immersion shattering moment. I had selected dialogue in Mass Effect 2 that made it clear the research was being destroyed for how it was obtained, not because of what it could do in the future. And my follow up response in Mass Effect 3 reflected nothing at all about my decision.

 

I understand that reading the line and then hearing it is ponderous. And most of the time, the writers are close enough to the mark that slight variances can be forgiven. But if the total number of options are going to be limited to say, three-to-four on the dialogue wheel, then great care needs to be taken so that the summary lines more closely represent the intent and tone of the full response.



#12
Biotic Flash Kick

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give the old DAO dialogue please

 

i prefer whole sentences instead of 5 words that become several sentences 


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#13
Winged Silver

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I remember when I was playing witty Hawke and chose the witty option to the Viscount when we found his dead son. Perhaps I shouldn't have been, but never the less I was floored and absolutely guilt stricken when my Hawke essentially told the Viscount to find a silver lining in his son's death. Some sort of heads up would be great ^.^



#14
AlanC9

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@ Arisugawa: But isn't that a problem with the substance of the lines, not the wheel? The line you wanted didn't exist.

#15
atlantico

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Unfortunately, the devs say they've already tested something like this during DA2's development, and it failed. People liked the dialogue system better without the feature than with it. Apparently, lots of players used the feature and then found themselves annoyed with getting the same line twice, once written and once spoken.

 

Make it an option, like persistent blood on clothes. It is possible to please all people without diluting ideas, sometimes. It's not always possible, but in cases like this, it is. 



#16
Arisugawa

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@ Arisugawa: But isn't that a problem with the substance of the lines, not the wheel? The line you wanted didn't exist.

 

Not entirely. For example, if there was something that indicated the "I did what I felt was right" line was pro-Genophage or at least indicated a reluctance to give the Krogan the cure, I would have selected the other option.


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#17
AlanC9

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Make it an option, like persistent blood on clothes. It is possible to please all people without diluting ideas, sometimes. It's not always possible, but in cases like this, it is.


As I understand it, the tested feature already was optional. The problem was that people who shouldn't have been using the feature did use it.

#18
Swipe

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Yeah I 100% agree with you OP, I don't know why it's so hard too simply have the voice actor say whatever the protagonist says in your given dialogue option/response. Surely it would be easier.



#19
AlanC9

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Not entirely. For example, if there was something that indicated the "I did what I felt was right" line was pro-Genophage or at least indicated a reluctance to give the Krogan the cure, I would have selected the other option.


Gotcha. My guess is that if Bio had remembered that they needed to specify why Shepard had destroyed the data, they would have ended up doing another line to cover that situation.

#20
BackdoorPaco

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I remember when I was playing witty Hawke and chose the witty option to the Viscount when we found his dead son. Perhaps I shouldn't have been, but never the less I was floored and absolutely guilt stricken when my Hawke essentially told the Viscount to find a silver lining in his son's death. Some sort of heads up would be great ^.^

Well, what we're you expecting to come out when sociopath sarcastic Hawke constantly says stuff like this:



#21
Winged Silver

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Well, what we're you expecting to come out when sociopath sarcastic Hawke constantly says stuff like this:

 

Well witty Hawke is sometimes pretty funny ^.^



#22
DragonAddict

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I too agree get rid of the console wheel and back to sentences.


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#23
atlantico

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As I understand it, the tested feature already was optional. The problem was that people who shouldn't have been using the feature did use it.

 

So you're saying people were complaining about a feature they turned on themselves. You're basically saying people are idiots.



#24
Shades of Night

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I would love to have the option to see what my character is going to say instead of getting stuck having to guess what will come out of his/her mouth and reloading if it isn't appropriate.

 

Sadly as others have mentioned, Bioware has already made up their minds on this issue. And as for changing their minds...

 

 

This is true. The thing that fans sometimes forget in these conversations is that the answer to some design issues is occasionally, "we don't want to do that." When we evaluate options as a team, there's an element of how we think players out there will interpret or use said option, but ultimately it's going to boil down to how we personally feel about it...that is, after all, the only interpretation of which we can be certain. Occasionally we will offer options as a toggle, but only if we're prepared to support it, and if it aligns with the style of game we're trying to make.

Not everyone is going to be pleased with that, but then not everyone is going to be pleased with any design decision we make. The ones who aren't happy are going to be vocal, and the ones who like it or don't care won't say anything...that's the way it always is. We'll listen to the ones who are unhappy, investigate if we think there's merit, and possibly adjust our approach as a result. In the case of DAI, that's already happened, and you'll have to judge the results for yourself once the game is released (or not, as you please).

 

So basically Bioware could do this. But they don't want to.

 

We can only assume that they won't provide it as a toggle because they wouldn't be willing to support it and they prefer to have players picking blindly for conversation choices and reloading if they don't like the result (apparently, this is the style of game they want). Because we all know reading the whole line of dialogue twice would take more time than simply going through the process of reloading every time the character said something wrong :D


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#25
AlanC9

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So you're saying people were complaining about a feature they turned on themselves. You're basically saying people are idiots.


If you like. Though technically I'm saying that Bio's research demonstrated that people are idiots.

Without more data I can't really say how it worked, but I can guess. Reading the lines before hearing them degrades every single dialogue in the game, if repetition is a problem for you. Unless you're skipping a fair amount of problems by doing this, the feature is counterproductive. But you can't know before you've played the game how many problems you'll be skipping by reading all the lines.