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Don't use a voiced player-character this time.


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#26
The Qun & the Damned

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Definitely voiced. There's only so much maddening silence one can take for so long in a playthrough.


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#27
Suketchi

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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?

 

I really liked the silent protagonist in Origins. In some ways, I preferred it to having a voiced character like in Inquisition and ME. It gave you more control over the conversation, and I liked knowing that the option I selected was exactly what the character was going to say. With the dialogue wheel, the option you select will say one thing and the VA says something totally different (my favorite example is in ME1, when you select 'sigh' and Shepard says 'I should kill both you idiots'...um, alright. That's exactly what I was going for?). Voiceless characters left more to the imagination as far as personality goes, and you could interpret the options in whatever tone you wanted. VA protagonists have pros too though, like the emotion portrayed in the character's expression. They didn't show your face much in Origins, and when they did there was no emotion really. It also allows for more immersion in cut-scenes, like when they want the visuals to progress without stopping to ask you what you want the character to say. 

 

I doubt they'd go back to voiceless at this point, if only because so many people prefer a voiced character. I think it could be a good thing, if they improved it a bit. More control over personality, more voice actors to choose from, and a better idea of what the characters are actually going to say. What would be really cool is if they had 3 personalities to choose from, and different voice actors for each personality: cocky, diplomatic, and aggressive (or whatever 3 they feel would work). All of the lines are read with that personality, but your tone can vary between sympathy, anger, or sadness. 

 

If only we could just voice our own character with a headset, that would be awesome. *sigh* I guess we just have to hope for good voice actors at this point.   



#28
In Exile

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Voiceless characters left more to the imagination as far as personality goes, and you could interpret the options in whatever tone you wanted. 

 

As I posted earlier in this thread, that's just false. They were ambiguous, but only in the frustrating way of making it impossible to predict the content of a conversation. The only way this works if you're OK with essentially positing other characters as socially non-functional, or naturally read things in a non-sarcastic, non-ironic way. 


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#29
Sanunes

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As I posted earlier in this thread, that's just false. They were ambiguous, but only in the frustrating way of making it impossible to predict the content of a conversation. The only way this works if you're OK with essentially positing other characters as socially non-functional, or naturally read things in a non-sarcastic, non-ironic way. 

 

I can remember all the times when I picked a line of dialogue for my Warden and the response to it made me think "I didn't mean it that way".  It got to the point that with Dragon Age: Origins I would save before a conversation and reload if it was taken in a manner I didn't want to give.


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#30
In Exile

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I can remember all the times when I picked a line of dialogue for my Warden and the response to it made me think "I didn't mean it that way".  It got to the point that with Dragon Age: Origins I would save before a conversation and reload if it was taken in a manner I didn't want to give.

 

To be fair to people who like silent PCs, I find that often they see it as being about expression. They would say, it's besides the point of the other character misunderstands. I can say the line how it fits my character, so I can have lots of different characters. But to me (to us?) dialogue is about communication. To RP, I want to convey ideas. But if I can't understand what idea is being conveyed, I can't communicate. 

 

In this regard, while paraphrasing is often inaccurate, it's very rarely totally tonally inconsistent with the expressed intent in the line. DA:I being by far the best example here, delivery of the Inquisitor's VO aside. 


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#31
Golden_Persona

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I personally couldn't get into my Origins character. Everyone else had dialogue, a personality, and emotions. To me the Warden never felt like he was a part of the world. A SP works better when there is no voiced dialogue from anyone, like in a Zelda game.

 

It's the only thing I dislike about the Persona series. After the swagtastic version of Yuu from the P4 anime you go back to P4 or its remake and he stops feeling like a character in the world.


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#32
Suketchi

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As I posted earlier in this thread, that's just false. They were ambiguous, but only in the frustrating way of making it impossible to predict the content of a conversation. The only way this works if you're OK with essentially positing other characters as socially non-functional, or naturally read things in a non-sarcastic, non-ironic way. 

 

...yes, you said that already. And I ignored it, because I disagree. 

 

(btw, disagreeing about an opinion doesn't make the other person wrong)


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#33
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...yes, you said that already. And I ignored it, because I disagree. 

 

You disagree... with the concept of pragmatics? I mean, sure, more power to you. But that's exactly like saying you disagree with grammar. 


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#34
Absafraginlootly

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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?  :blink:

That was a great idea?   :?

That was a great idea. :rolleyes:

That was a great idea.  :angry:

That was a great idea.  :D

 

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. 

Good point, regardless of whether they do paraphrases or full text I'd like them to keep having emotion indicators like DAI.


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#35
pdusen

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Extremely unlikely to happen. And thank god for that.


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#36
In Exile

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Good point, regardless of whether they do paraphrases or full text I'd like them to keep having emotion indicators like DAI.

 

This is why when it comes to text-dialogue, I think POE's dispositions are an absolutely necessary feature. Or VTM:B's coloured text and fonts. 


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#37
Elhanan

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Prefer voiced myself; also want the kind of depth seen in DAI for choices in dialogue

#38
Arijharn

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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?

 

I strongly disagree. Since we communicate a lot by tone of voice and inflections, not having access to it is like being deprived from one of your senses. You can not accurately do scenes justice by having static characters. You can't show distress, fear, anger or proper emotional responses without strain in a voice or whatever. You're right, Origins proved this which is why Bioware has moved away from silent protagonists. It's also a massive disconnect from having fully realised and articulate characters from trying to interact with mutes.

 

If silent protagonism was the way of the future, mimes would be more popular.


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#39
AlexiaRevan

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Hum..why peoples blame poor writing dialogues on being voiced ? 

 

If you don't like a line in say for exemple Shepard , how is if she was silent would make any difference ? the dialogue still suck . It would suck less if she wasn't voiced ?  :blink:

 

I will put the blame where it belong . Some stuff in ME serie felt you know reversed . Some paragon/renegade for exemple didn't make sense to me . And felt like it shouldve been reversed . 

 

As for DAI all the dialogue were.....well boring . The voices were fine , but there were no emotions and difference between choosing a reply from another . 

 

So let's hope they write the dialogue better..and no more 'What's going on here ?' when an npc was just saying what he needed . 


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#40
LPPrince

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Pretty sure the game is gonna have a voiced protagonist. I could do with either voiced or not-voiced, but I think its pretty obvious that Bioware is going full steam ahead with voiced protagonists, given the last time we had a non-voiced playable character in a game like this was in Dragon Age Origins of 2009;and thats not even the same franchise.



#41
B.Shep

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No way! The MC needs a voice.



#42
Arcian

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Origins proved that without giving the player a constant dialogue voice dialogue could be much deeper and more intricate

Stopped reading right there. Even Fallout 4 is using voiced PCs. Silent protags are a thing of the past.



#43
CrutchCricket

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 Silent protags are a dying breed.

Good riddance. Their more evolved brethren are here.

 

Unless you're a crowbar swinging HEV suit-wearing theoretical physicist or a yellow-jumpsuited inter-dimensional gateway manipulator, you better speak up if you want to be heard.


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#44
AlexiaRevan

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I think both sides are wrong . No voiced main charachter fit well in some games , but it isn't for every Game . 

 

And saying that every game must be voiced...well..I don't agree . I played old games and they weren't voiced and they were beautiful and will remember them forever . But the charm wasn't because I couldn't hear my character but because it was well made , period . Nothing more and nothing less . 

 

For exemple , I don't see Revan from Kotor being voiced . And when they finally voiced him in swtor ...man....I wish he would shut up . They gave him finally a voice but he lost so much depth make you wonder if it was worth it . Again , I blame poor writing and not the voice . 

 

The voicing is just a Plus , it won't change how the story and dialogue are build . Maybe it restrein how much dialogue one get to say because voicing is costly . But really , thats up to the creators . If they can't afford it..then don't do it . 



#45
Foxhound2121

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Silent protaganist... ? Get out of here with that nonsense.



#46
Suketchi

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You disagree... with the concept of pragmatics? I mean, sure, more power to you. But that's exactly like saying you disagree with grammar. 

 

a ) God, you must sorely be in need of attention. If I had any interest in arguing with you, I would have directly addressed your comment. 

 

b ) Did I say I disagreed with pragmatics? You ascertained this, how exactly? I disagree with the opinion you're trying to back up using 'the concept of pragmatics'. 

 

c ) It seems like you're having problems letting this go, so I think I'll be blocking you now to make things a little easier for you.

 

hello-gif-2.gif

 

Have fun *thumbs up*



#47
AlanC9

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a ) God, you must sorely be in need of attention. If I had any interest in arguing with you, I would have directly addressed your comment.

b ) Did I say I disagreed with pragmatics? You ascertained this, how exactly? I disagree with the opinion you're trying to back up using 'the concept of pragmatics'.

c ) It seems like you're having problems letting this go, so I think I'll be blocking you now to make things a little easier for you.

So you've got no rational counter-argument to make, or you can't be bothered to make one.

When you've got nothing, is responding at all a smart move? It kind of lampshades that you've got nothing.
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#48
Derrame

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a silent protagonist is very boring, is boring to read only



#49
aoibhealfae

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Nope. I hate squinting on the monitor reading cramped five or ten dialogues lines.



#50
Grieving Natashina

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They have their pros and cons, but I have come to enjoy a voiced protagonist over a silent one.  I enjoy tone and inflection and while the technology is getting much better, a lot of games aren't great at subtle facial expressions.  I personally found a voiced PC better at conveying smaller nuances than silence and a vague facial expression.

 

Origins was a great game, but I'd rather not go back to dead silence with a blank facial expression.  It would be even nice if ME had two voices to choose from per gender, but I'm getting greedy at this point.   :P


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