Next Protagonist- Voice or no Voice?
#201
Posté 14 février 2015 - 11:55
#202
Posté 15 février 2015 - 04:35
You are almost right. The best experience is Pen and Paper, without graphics at all. But since in computer it needs a graphic representation we can have it, but despite your irony there is really no need to represent clothes, and other stuff. A text based is enough. And there are a lot of good text based RPGs, both single player and multiplayer. One of the games that I invested a lot of time of my life is ninjamanger, a naruto simulator, and there is no graphic representation of fights beyond portraits bumping into each other. I had A LOT MORE FUN with ninjamanager than Inquisition that's for sure, I spent 4 years of so playing the game and I would still be playing if they updated to the 4th ninja war.
If I can build, if there is strategy, I don't need anything else.
Pen and paper!? Bourgeois luxuries!
#203
Posté 15 février 2015 - 05:04
Pen and paper whatnow?

- Heimdall, SmilesJA et Vader20 aiment ceci
#204
Posté 15 février 2015 - 05:06
This is the mordern age of gaming voice of-course and short game content kididng, but yeah voice
#205
Posté 15 février 2015 - 05:08
Voice.
#206
Posté 15 février 2015 - 05:30
I like voiced. It's a lot less expensive to do non-voiced and that $$ could go to other things in the budget.
But... having a voiced character resonates with me.
#207
Posté 15 février 2015 - 06:04
Having no voice was always why I felt playing as the Warden seemed strange. Everyone was talking to you and you were like some kind of mute that communicated by writing things down on a pad.
- Qun00 aime ceci
#208
Posté 15 février 2015 - 06:53
In my humble opinion the advantage of a no-voiced main character, is that the communication is technically more efficient in terms of the cost of sending a message.
For no-voiced main character, the game shows the option in text, we click it, and the other in-game character responds inmediatly. The message is sent once.
Now for voiced main character, the game shows options in text, we click it, and the main character starts saying that same option in voice, followed by the other in-game character's response. The message is sent twice from the gamers perspective, making the second one (voiced) loose its purpose since we now what will be said.
That is the main issue I have with voiced main-character, that each communication command costs double, one time in text the second in voice. It is a problem that occurs only in a game with the main character, real life is different of course.
Additionally, in more than one occasion my main character has used irony, weird humor, lack of seriousness or stupid tones which can go contrary with the hero personality one is forging through the game.
#209
Posté 15 février 2015 - 07:02
#210
Posté 15 février 2015 - 07:12
You mean your PC used humor in a line that wasn't flagged that way? Are you talking about the "dominant tone" thing?Additionally, in more than one occasion my main character has used irony, weird humor, lack of seriousness or stupid tones which can go contrary with the hero personality one is forging through the game.
Your double-communication point relates to why Bio uses paraphrasing. Displaying the full text of the line, even as an option, failed in testing. People liked the dialogue system less with the option than without it.
#211
Posté 15 février 2015 - 07:22
Voice
#212
Posté 15 février 2015 - 07:45
You know I always kind of love when this image is trotted out as the sheer disingenuous and misrepresentation in it is just so astonishing to observe.
By the way, how many scenes in Planescape had that many dialogue options? And how many of those dialogue options shown there led to different responses?
Why don't you play the game and find out?
#213
Posté 15 février 2015 - 08:13
You mean your PC used humor in a line that wasn't flagged that way? Are you talking about the "dominant tone" thing?
Your double-communication point relates to why Bio uses paraphrasing. Displaying the full text of the line, even as an option, failed in testing. People liked the dialogue system less with the option than without it.
I cannot answer your first question, because from the beginning I disabled the option that showed the faces. But now that you mention it, it seems that one is forced to enable it otherwise the unintentional tone problems appear. I was deciding what to speak based just on the content of the message, but it seems to be insufficient.
I agree that paraphrasing helps, but the concept or the idea of the message is still sent twice, the first time compressed, the second time uncompressed.
#214
Posté 15 février 2015 - 08:18
#215
Posté 15 février 2015 - 10:32
Why don't you play the game and find out?
I have, several times in fact. Planescape Torment is one of my all-time favorites. Thus the reason for my rhetorical question. And to answer my question, I guess, that dialogue choice led to only two or three different responses, none which actually influenced the discussion after that.
For me, the reason it is absolutely infuriating to see that image trotted out as some proof or concept is due to several reasons. First, even when PsT came out, it was anomaly, which is one of the reasons it such a cult classic these days. To somehow present that as the norm of the old RPGs is just utterly ridiculous. Second, that is the most amount of choices in any dialogue in PsT, so when it is presented, it doesn't even represent the game itself accurately while choosing one of the simpler scenes in DA2 as a comparison. Third, it contributes nothing to discussion, except to make it clear that the person posting it doesn't really want to discuss or debate anything. Fourth, the two scenes in the figure utterly defeats the very argument it is used to support.
See, the argument I see that image used for is how much choice and complex dialogues the older games used and it is without a doubt true that PsT had one of the most complicated dialogue systems ever implemented, with the flow of dialogue a wonder to behold. However, the scene that is shown there has no impact on future dialogue or events. It essentially gives a large number of options in a flashy, but doesn't actually react to those choices, making it essentially a flash over substance scene in the game. While the DA2 comparison, by the way awesome moment to choose a bugged image as that clearly how most people saw that scene, has people react at least nominally differently to the Hawke's responses and it might even impact how the companions think of him/her.
So I guess the point made with that picture is that it is more important to have a large amount of text instead having it impact anything, thus again prompting flash over substance. And I just don't agree with that.
- Eckswhyzed et AdamJames aiment ceci
#216
Posté 15 février 2015 - 10:57
Planescape Torment is the outliner of Infinity Engine games. Most Infinity engine games had no where near the amount of text that image shows. The reason why PST has so much text versus games like BG1, BG2 and other early cRPGs is that PST's emphasis was not on combat. PST allowed the character to talk or stealth their way out of situations.
For example here is one from BG1:

Here is one from PST:

So not all the scenes in PST had massive number of choices only certain ones.
It is easy to find scenes that support either point. Also a lot of those choices were investigative in nature. Much like the ones found in DA2 and DAI when using the investigate option.
As I stated most early cRPGs were not text heavy when it came to choices.
#217
Posté 15 février 2015 - 11:53
I think the next protagonist should be the Hero of Ferelden and they should give us an option to voice him or not.
Replay Origin's if you wanna play as the Warden, they ain't the main character of the DA universe & are unlikely to come back as a PC again
- AdamJames et (Disgusted noise.) aiment ceci
#218
Posté 16 février 2015 - 04:43
no voice.
i like what da:o and fo:nv did with their protagonists.
it is easier to roleplay.
#219
Posté 16 février 2015 - 04:53
- Hiemoth, Neon Rising Winter et Qun00 aiment ceci
#220
Posté 16 février 2015 - 05:06
You either make a fully silent game or a fully voiced one.
Responding to a voiced npc with nothing but text feels awkward.
- ComedicSociopathy aime ceci
#221
Guest_PaladinDragoon_*
Posté 16 février 2015 - 05:16
Guest_PaladinDragoon_*
Zelda series might be the only series left that can get away with a voiceless protagonist. I prefer voice protagnist. There are so many talented voice actors and voice actresses out there. It is great to see them bring life to these characters and their personalities.
#222
Posté 16 février 2015 - 05:21
Zelda series might be the only series left that can get away with a voiceless protagonist. I prefer voice protagnist. There are so many talented voice actors and voice actresses out there. It is great to see them bring life to these characters and their personalities.
Link has had a voice for a while, he just doesn't speak.
#223
Posté 16 février 2015 - 06:14
I cannot answer your first question, because from the beginning I disabled the option that showed the faces. But now that you mention it, it seems that one is forced to enable it otherwise the unintentional tone problems appear. I was deciding what to speak based just on the content of the message, but it seems to be insufficient.
How do you even turn the tone icons off? I don't remember seeing that option anyplace. Anyway, using that option was a bad idea, yep. Bio either shouldn't have given it to you, or should have put a warning label on it.
Edit: oh, wait... we're talking about DAI, right? I was thinking of DA2.
I agree that paraphrasing helps, but the concept or the idea of the message is still sent twice, the first time compressed, the second time uncompressed.
It's a cost, yep. I'm willing to pay it, but YMMV.
#224
Posté 16 février 2015 - 06:21
Either no one is voiced or everyone is. None of this "Everyone talks but the Warden" silliness.
I like to think that the Warden just puts up signs like the roadrunner and people respond to them.
- AlanC9 et Eckswhyzed aiment ceci
#225
Posté 16 février 2015 - 06:45
Depends on how well they pull it off. If it's the usual bioware affair, I honestly have no preference because both of them come out to about the same level of interest for me.
But if the voiced one has a great VA and I'm able to make him interesting then I would choice voice. On the other hand if the nonvoiced protag leads to a shitload of responces (Like fallout 1 and 2) and a lot of interesting divergent dialog with companions, then I'd pick that.
I guess I don't really give a **** either way come to think of it. I assume no matter what it will be some what dull.





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