Voiced it helps with immersion. A silent protagonist never made sense for me when everyone else is voiced. I had a problem with it in Skyrim and DAO.
Next Protagonist- Voice or no Voice?
#251
Posté 16 février 2015 - 10:58
#252
Guest_Alti_*
Posté 16 février 2015 - 11:12
Guest_Alti_*
Voiced. I've seen DA:O youtube videos where the player speaks the lines, and I tried to do this as well. I end up feeling silly and cannot give proper tone to my voice, no emotion and just basically monotone. So I would prefer a voice actor step in for me.
#253
Posté 16 février 2015 - 11:17
I want voiced, but also the option to make a mute with a VERY expressive face.
Who takes VERY enthusiastic walks through the woods. At night.
#254
Posté 17 février 2015 - 04:19
Option 1: Voice and dialogue wheel
Option 2: No voice and full text dialogue
FWIW I'm in Team Silent Protagonist.
#255
Posté 17 février 2015 - 04:21
I never used the troops because why would I sacrifice them when I was an Arcane Warrior god that could take the whole Darkspawn army solo.
A matter of fact old school RPGs (real old school not DAO made in 2009) had entire plot lines and endings be illusion of choice, because they ended up not being canon game to game and therefore many decisions were non-existent in future plots. Your character's gender or race? Yeah it wasn't male/female or orc/elf/human/tiefling/alien/whatever in the preceding game. Your evil ending? Yeah didn't happen you were goody two-shoes. You romanced who? No one. The only hope was that there was some dialogue nod to what you did last game. Like "Hey I don't remember that event quite like that. Didn't we... ?" or "Didn't the hero do this?" only to be answered vaguely and never mentioned again.
In many cases there weren't alternative plot lines where you could ally with completely different factions that showed up throughout an installment. Usually the most you would get out of a faction questline is an item or two and the plot would continue on exactly the same path. Fallout 1 and 2 really seemed to be the best games at the time for player choice and even so some of the results of decisions were lackluster.
I think we're just a little spoiled now with the amount of choices we in fact do have in games and now they all seem lackluster when if the same were in games 10-15 years ago we would be utterly wowed.
It can't possibly just be nostalgia. No, games today HAVE to be bad in comparison to old school gems, they HAVE to!
#256
Posté 17 février 2015 - 05:18
I don't see why we can't have both. It's not like it would much more effort to simply include the old style dialogue text.
Option 1: Voice and dialogue wheel
Option 2: No voice and full text dialogue
FWIW I'm in Team Silent Protagonist.
From what I understood from dev comments on this, it would actually require a great deal of work as it affects how they used the screen during the dialogue, animations and also the flow the actual dialogue.
To give a few examples, if you consider the dialogue wheel and full text dialogue, the full text dialogue requires more space from the bottom of the screen and they have to make certain nothing happens in that blocked area. However, if we now had someone using the dialogue wheel, that space now would be wasted as there literally nothing happening in it, giving it a weird aesthetic. And by the way, I am so happy I managed to write that word correctly on the first try.
Another example would be the flow of the dialogue. If you compare DAO and DA2, Hawke's actual responses were on average longer than the Warden's, because they didn't have to fit it in a limited space at the bottom of the screen and not have it drown out all the other text. Also, this allowed the main character to participate more in the actual dialogue and make it easier to have dialogues with more than two persons in it as the flow of the dialogue was easier to handle when all parties are speaking. Yet if they had the silent protagonist, they would actually have to cut that back, a lot, and thus lose a lot of the benefits of the spoken PC.
This isn't to say you can't want a silent PC, just that those two options are really not a good fit to be executed as options in one game, with the end results probably a lot worse than if just going with one of the options.
And to state the somewhat obvious from my response, I am totally on team voiced protagonist, I just hope they allow the PC have more emotional and toned responses in the next game.
- Eckswhyzed et KaiserShep aiment ceci
#257
Posté 17 février 2015 - 05:21
Well count me as one of the "all-flash-no-substance" audience then (because apparently that's the group I'm in because I actually like a voiced protagonist)
As if cutting off the protagonist's tongue automatically gives a boost in "substance". The dialogue (as in the text you select) is the limiting factor, one that cannot be avoided, not the voice of the protagonist.
I suppose I could always mute my TV if I want more substance out of the Inquisitor and just imagine the whole conversation in my head.
#258
Posté 17 février 2015 - 05:23
It can't possibly just be nostalgia. No, games today HAVE to be bad in comparison to old school gems, they HAVE to!
While I do think it is partially nostalgia, I also think there is another part which is context. When BG1 came out, games that allowed any kind of control over the dialogue were extremely rare. So compared to the games then, BG1 had an overflow of dialogue, which does affect people's memories of it and even if they play it now, they do carry still that original experience with them. Of course that does not apply to everyone, but it is a factor in the discussion.
Another thing related to that that always amuses is that if we really think on the old games that had that large reactivity in the dialogue, they were actually pretty short. I mean both PST and FO1 were a lot shorter than JE, which is probably the shortest game Bioware has done, and I am not quite certain where FO2 ranks as it has been really long since I played that. Since there were a lot of options, they also had to spent resources in building those different paths, which naturally took away from resources from the overall plot. The reason for my amusement in this matter as I've often seen lamenting both the great variety in the old games, but also their lengths, two things which almost never applied to the same game.
- Eckswhyzed aime ceci





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