Aller au contenu

Photo

The Convos are Better


  • Veuillez vous connecter pour répondre
7 réponses à ce sujet

#1
PsychoBlonde

PsychoBlonde
  • Members
  • 5 130 messages

I'm not sure this'll make for a big discussion topic, I just wanted to point out that I DID notice a HUGE improvement in an area that I've been bitching about pretty much since forever, and that's how the conversations were worded to "fit together" better and sound like an actual conversation.  It's a BIG improvement in the case of most of the cutscene conversations.  Some of the minor conversations do still sound a bit like you're handing out surveys at the mall, but it's overall not bad.

 

I just wanted to mention it because this is the kind of thing that, when it is done well, is completely invisible, so nobody was likely to mention it or really even notice that there was improvement.


  • In Exile, Pressedcat, AlanC9 et 5 autres aiment ceci

#2
Winged Silver

Winged Silver
  • Members
  • 703 messages

I thought there was a better sense of cohesion as well. It felt less like random jumping around, which Origins sometimes did. 


  • PsychoBlonde aime ceci

#3
b10d1v

b10d1v
  • Members
  • 1 322 messages

I suppose this is evidence that the dialog module is getting some attention, but remains a work in progress.   Good news none the less, as managing large numbers characters with simulated memories was a cornerstone of the development and critical indeed.  A QA beta might be interesting to evaluate the module's potential -premature?

 

Other modules also show similar improvements, but some are difficult to track in the whitewash.  A QA beta with tactics completely dropped could help isolate and fix some of the com/input issues causing lag and other problems. 



#4
London

London
  • Members
  • 971 messages
I thought the convos flowed better also - but I also noticed that companions have far less to say in the middle of conversations than the past.

I remember Morrigan and some of the DA2 cast members snarking in the background a lot of times whereas now the party will not speak unless they are central to the dialogue. Unless a quest is focusing on them, they may as well be a statue.
  • Winged Silver et Vault_Tec101 aiment ceci

#5
Sartoz

Sartoz
  • Members
  • 4 533 messages

I'm not sure this'll make for a big discussion topic, I just wanted to point out that I DID notice a HUGE improvement in an area that I've been bitching about pretty much since forever, and that's how the conversations were worded to "fit together" better and sound like an actual conversation.  It's a BIG improvement in the case of most of the cutscene conversations.  Some of the minor conversations do still sound a bit like you're handing out surveys at the mall, but it's overall not bad.

 

I just wanted to mention it because this is the kind of thing that, when it is done well, is completely invisible, so nobody was likely to mention it or really even notice that there was improvement.

As of which patch ?



#6
Terodil

Terodil
  • Members
  • 942 messages

I DID notice a HUGE improvement in an area that I've been bitching about pretty much since forever, and that's how the conversations were worded to "fit together" better and sound like an actual conversation.


Hm. Maybe. But it's not really such a great feat if you also consider that they removed most of the choice that made previous entries an actual RPG and instead streamlined the protagonist wherever they could. I got so tired of DA:I's "(1) Tell me more. (2) No." dialogues, it's not even funny. It's logical that it'd seem more cohesive if you simply don't have any choice between different personalities or even different courses of action, because the 'choice' that the game offers is mostly just a binary "yes" / "no" decision and if it's not, it's mostly just the same content slightly rephrased to offer the semblance of choice. Conversely, having different personalities (thinking of Hawke here) does indeed allow the player to 'jump around' and to create an inconsistent character, but at least s/he has a choice about what to say and actually do.
 

You have listened to Terodil's opinion. Please choose how to respond.
(1) Yes, you are right.
(2) Totally!
(3) True.
(4) No.


(Picking (4) will lead to a stuck convo btw and if you mess around, you'll CTD.)

#7
Fireheart

Fireheart
  • Members
  • 490 messages
I thought it flowed worse than both previous games. In dai, it sounds as if someone is just waiting for you to finish speaking, without actually listening, until they can say their next piece. I never felt like I was having a convo with someone, more like... Err, maybe like we were just talking in the mirror to ourselves or something? Having a one sided conversation. Have you ever had a conversation with someone like, you: "I need to get my hair done", friend: "do you think I should buy these jeans?" You: "No. Hey I saw Kevin at the mall yesterday..." you guys aren't really taking to one another, you're just saying random things, making only small nods to the previous things the other person said. Also less convo choices with companions this time around, and less dialogue choices once you actually pick a topic. I think the cinematic camera helped with this in some way. Also in dai, characters say the exact same things to you no matter what choice you pick, only difference is the opening line they start with. I remember a convo with Cass where she says "It does sound like im blaming you" something like that, all three choices result in that line, but only the top choice I feel actually makes sense for Cass to respond with that. The other two makes her line feel awkward and forced and I didn't feel like she was blaming me at all, so why would she say that?

I remember speaking with Alistair in Origins and you can ask him about the grey wardens, and depending on what you chose, like were there women or elves in the order, you get a different story from him. I miss Origins' dialogues... The dialogue choices ALWAYS matched what I was thinking, and I felt all the responses I got from other people were coherent and sensible. Then I got da2 and dai, where I have to be really careful and think hard about my dialogue choice because it may come out not how I intended. Sigh, xcuse me while I go start up a new playthrough of dao... :/
  • London, Terodil et Xetykins aiment ceci

#8
PsychoBlonde

PsychoBlonde
  • Members
  • 5 130 messages

I thought it flowed worse than both previous games. In dai, it sounds as if someone is just waiting for you to finish speaking, without actually listening, until they can say their next piece.

 

it's variable still, sure,  but there are a number of conversations where you can arrive at a certain point via several routes, and all of them lead to a line that actually makes sense as a follow up to the last thing the NPC told you.

 

Where I mostly notice the improvement is on the PC side--the NPC's do largely say their bit regardless, but the PC's lines are (in many cases) more than just "next question on the list".


  • Fireheart aime ceci