Origins proved that without giving the player a constant dialogue voice dialogue could be much deeper and more intricate, allowing the player to choose more options, lengthier options, and giving them the chance to immerse themselves into their own character. To me a lot of the voice acting for the Inquisitor felt pretty flat, and even Mass Effect had moments of poor dialogue for both Sheps. Maybe Bioware should try out going voiceless again. What do you think?
Don't use a voiced player-character this time.
#6
Posté 17 juin 2015 - 12:57
Silent pc worked for DAO and Kotor and Jade Empire but I don't think it will fit Mass Effect. This is coming from a guy that loves the Silent pc.
#7
Posté 17 juin 2015 - 12:57
Trollololololol.
#8
Posté 17 juin 2015 - 12:59
Whilst I doubt they'll go back and give us a silent protagonist - I hope that they'll do one of the good things about silent protagonist, which is being able to see your full dialogue line, as opposed to picking the most likely paraphrase and hoping.
- CitizenThom aime ceci
#9
Posté 17 juin 2015 - 01:00
Nothing worse than hearing every other characters in game speaking and the PC looking static to the horizon with a dumb face without speaking a single word.
- Evamitchelle, Heimdall, In Exile et 15 autres aiment ceci
#10
Posté 17 juin 2015 - 01:00
#11
Posté 17 juin 2015 - 01:00
Sorry OP, you're about 10 years too late.
- HK-90210 aime ceci
#12
Posté 17 juin 2015 - 01:01
It's the future. Everyone should communicate by electric waves transmitted and received directly from the brain.
#13
Posté 17 juin 2015 - 01:02
Silent protagonists work for some things, and I do think it worked better for Dragon Age than adopting the ME wheel did.
But I'd say Mass Effect works with the wheel and a voiced protagonist. Especially if the choices are more nuanced in the manner of the first ME game. I think it makes sense for them to keep both (which they will do, regardless.)
- Demonique et Shechinah aiment ceci
#14
Posté 17 juin 2015 - 01:02
Not in a million years.
#15
Posté 17 juin 2015 - 01:02
No. The last thing I want to do in a new ME game is to have my character stand there looking like an idiot while every other character in the game speaks. I liked DA:O and my Warden, but I hated how she stood there and actually managed to be more wooden than a Tranquil.
Oh, and a voiceless ME protagonist won't be happening in a million, billion years - that, too.
- Tootles FTW, KotorEffect3, Rhidor et 3 autres aiment ceci
#16
Posté 17 juin 2015 - 01:05
In the word of Bad News Barrett
I've got some bad news for ya ![]()
- Shepard-Tali aime ceci
#17
Posté 17 juin 2015 - 01:07
This is not going to happen.
I can enjoy the old games with a silent protagonist, but games have moved on from that. I'm happy to have a voiced protagonist with possibly multiple actors to choose from.
#18
Posté 17 juin 2015 - 01:07
Thankfully the age of the silent protagonists are dying.
Nothing worse than hearing every other characters in game speaking and the PC looking static to the horizon with a dumb face without speaking a single word.
Still, it's preferable to either being voiced badly or having poor, shortened dialogue that you have to make guesstimates on the meaning of. If nothing else, Bioware needs to at least make each dialogue option thoroughly descriptive and indicative of what the player is going to say, not turn "Hello there." into "How're you doing? Rough time we've had lately, I just want to see how you're holding up. I care deeply about you, you know." or something similar.
- Suketchi aime ceci
#19
Posté 17 juin 2015 - 01:08
If Bioware wants to go voiceless, it should be in another franchise.
- KotorEffect3 aime ceci
#20
Posté 17 juin 2015 - 01:10
I didn't find the dialogue to be much deeper as a silent protagonist in DA:O. Just made for a lot of awkward/vague responses from whoever we were talking to. And a voiced protagonist spares us from the inevitable "YOU'RE A QUIET ONE, AREN'T YOU?" joke.
- In Exile aime ceci
#21
Posté 17 juin 2015 - 01:14
I don't think so. Will take bad voice acting and paraphrase over silence any day. Even Bethesda is doing it for Fallout 4.Still, it's preferable to either being voiced badly or having poor, shortened dialogue that you have to make guesstimates on the meaning of. If nothing else, Bioware needs to at least make each dialogue option thoroughly descriptive and indicative of what the player is going to say, not turn "Hello there." into "How're you doing? Rough time we've had lately, I just want to see how you're holding up. I care deeply about you, you know." or something similar.
But I do agree with you about paraphrasing, ghopefully BioWare will do something like Deus Ex did.
- In Exile et Tootles FTW aiment ceci
#22
Posté 17 juin 2015 - 01:25
Still, it's preferable to either being voiced badly or having poor, shortened dialogue that you have to make guesstimates on the meaning of. If nothing else, Bioware needs to at least make each dialogue option thoroughly descriptive and indicative of what the player is going to say, not turn "Hello there." into "How're you doing? Rough time we've had lately, I just want to see how you're holding up. I care deeply about you, you know." or something similar.
You have some required reading on pragmatics. There is a fundamental flaw with silent PCs: a text script alone doesn't actually convey the full meaning of a line. This is why, in movie-making, actors get direction on how to deliver lines. Because, as the entry on pragmatics explains:
The sentence "You have a green light" is ambiguous. Without knowing the context, the identity of the speaker, and his or her intent, it is difficult to infer the meaning with confidence. For example:
- It could mean that you have green ambient lighting.
- It could mean that you have a green light while driving your car.
- It could mean that you can go ahead with the project.
- It could mean that your body has a green glow.
- It could mean that you possess a light bulb that is tinted green.
That's an example about context that's typically resolved easily. Let's have a more complex example varying only emphasis and expression. The line "That was a great idea" is ambiguous. Here is what it can mean, varying the emphasis and expression (note that grammar is about emphasis in proper speech):
That was a great idea? ![]()
That was a great idea? ![]()
That was a great idea. ![]()
That was a great idea. ![]()
That was a great idea. ![]()
Misunderstanding a clear cue like this requires characters to be completely non-functional socially. It can also be inconsistent with my character design. I have maximum ranks in persuade, and can (in some games) actually talk people into suicide (career, actual or relationship). But - despite very well being the most persuasive person on the planet - I can't go a conversation without failing to be clear? That's silly.
While the dialogue wheel is misleading, pure text is equally misleading.
- Evamitchelle, shinyfirefly, HK-90210 et 9 autres aiment ceci
#23
Posté 17 juin 2015 - 01:28
I disagree. I want my character to have a voice. I enjoyed it immensely in DAI. Looking at a game series like Saints Row 3 and 4; they had a couple of voices for the main character you can choose from! But I think if people want to see themselves in the character, an option to turn it off should be there for full customization. However, I'm not sure how hard it would be for the designers...
#24
Posté 17 juin 2015 - 01:31
#25
Posté 17 juin 2015 - 01:32
I prefer voice. It would be nice to have more voice options, like 3 options for male and 3 options for female, but that's a lot of work, money, etc and I don't see it happening.





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