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Just do it. Just show the full lines.


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#26
Il Divo

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I cannot possibly imagine why. Have you ever picked a dialogue option that ended up being nothing like what it looked like and had to reload? Now that's annoying.

 

I don't think adding the feature would be problematic. If it's that big of a deal, make it optional.

 

The problem with making it optional is that optional often means expensive. A similar issue cropped up in the "make explicit content optional thread" except here, there is a lot of Bioware dialogue to cover. 



#27
malloc

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j33vesu.jpg


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#28
AlanC9

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Anyone know what that last post was about?

#29
wolfhowwl

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A stale meme.



#30
LordSwagley

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I think this could be solved if they just did a better job of summing up what your about to actually say. No need to go word by word exactly, maybe just a little closer to TellTale Games wheel (Not perfect either but much less vague. They tend to display the first sentence of the dialogue option in order to give you a sense of the conversations direction). I however believe Bioware has done fine so far with they're wheel and its not a huge priority in my humble opinion.



#31
rashie

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Couldn't hurt for those that wants full control, although I personally never had much of an issue with it since it usually followed the pattern of:

 

Upper right = friendly/paragon

Middle = neutral/polite

Lower right = aggressive/renegade/evil

In all the games that have ever used the wheel from bioware.



#32
GreyLycanTrope

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There are certainly times when I wouldn't mind the summaries being less vague.

 

Anyone know what that last post was about?

Nope.


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#33
cap and gown

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The paraphrasing has been a severe issue for me for all the ME games (DA not so much). For instance, Ashley says to Liara "Who put you in charge?" and then Shepard is given some choices like "she's right". Who the heck is she? Liara? Ashley? I have no idea. Or when talking to Kirahee and Kaidan says "that sounds dangerous" and then Shepard can say "he's right." Who? Kaidan? Kirahee? Or there have even been times when Shepard has said the very opposite of what the paraphrase says: [sigh] -> "I should kill you both". Huh?!?!? And since when does telling Ashley on Mars "I'm the same person" come out as "Let's bang again, OK?" Is this how people in Canada interpret English?


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#34
prosthetic soul

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Anyone know what that last post was about?

It's a 4chan meme. 



#35
Enigmatick

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The problem with making it optional is that optional often means expensive. A similar issue cropped up in the "make explicit content optional thread" except here, there is a lot of Bioware dialogue to cover. 

The subtitles are already there.


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#36
Matt VT Schlo

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There was nothing broken with the previous way. 



#37
MrFob

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I rather like the wheel the way it is now for 2 reasons:

1. I like that, despite the fact that I choose what I want to say, I still don't know the exact words. It makes listening to the dialogue more fun, IMO. Otherwise, I might get bored by Shepard's lines after a while.

2. I am a fairly slow reader. The fact that the ME wheel only had 3 word choices meant that I could read all the options and choose, pretty much in the time it took the other person to finish their sentence (note that the wheel usually pops up BEFORE the other one is finished speaking). The gives the dialogue in ME a very nice flow, just like in a movie. If I saw the line on the screen, I'd probably feel obligated to read it (and the devs would feel less obligated to word the short version concisely). That would take enough time to give the dialogues a lot pause, which would seem weird and definitely destroy the flow that the ME games have achieved for their dialogue with the wheel). IIRC, Casey Hudson even mentioned in a very old interview (like 2007 or something) that this flow was one of their major design goals when coming up with the wheel.

 

Besides, in the entire trilogy and hundreds of hours of dialogue, I can only remember maybe 3 occasions max where I misunderstood the wheel. That's actually quite remarkable, I think. So as far as I am concerned, I'll go with "if it ain't broke, don't ix it".


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#38
sH0tgUn jUliA

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I would like an emoticon of some sort indicating the way the line is delivered. You see, delivery is important.  And I want four options: Top right = (nice and polite) :); Middle right = (neutral and mellow) :mellow: ; Lower Right = (sarcastic) :P ; and Lowest Right = (mean and nasty) :angry:


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#39
Vespervin

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It would be a nice option that was turned off by default. I would definitely turn it on.



#40
Il Divo

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The subtitles are already there.

 

True, but that's not the only factor to consider. You still have to code the game so that your "actual" dialogue is appearing earlier, in place of the paraphrase. 

 

This is why I mentioned that something similar was requested in regard to foul language in Bioware games. Someone asked that the writers simply cut out the expletives, which sounds easy, but still involves a great deal of work, at least according to the Bioware dev who popped in there. 



#41
MrFob

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True, but that's not the only factor to consider. You still have to code the game so that your "actual" dialogue is appearing in place of the paraphrase. 

 

This is why I mentioned that something similar was requested in regard to foul language in Bioware games. Someone asked that the writers simply cut out the expletives, which sounds easy, but still involves a great deal of work, at least according to the Bioware dev who popped in there. 

 

Yea, but I think a toggle to show or hide a couple of lines would be way easier to implement than a foul language toggle. I mean, I don't need either one (see last post) but the lines-showing thing is a more realistic thing to ask for iMO.



#42
Dieb

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 Really?! That would be terrible. I really hope they don't try that nonsense with ME:A. I shouldn't need the game to clarify for me the gravity of a situation. Either I'm aware or I'm not. Such is life. Make my choice based on my feelings/thoughts/emotions at that current time in that specific situation, and let the chips fall where they may. 

 

 

The consequences of choices shouldn't always be immediately clear.

 

They were kind of silly.

 

"Hey, Cassandra."

ROMANCE, GO HERE.  WHICH IS VERY ROMANTIC AND TOTALLY NOT REDUCED TO A FACTUAL GAMEPLAY MECHANIC.

 

"Oh, if it isn't Cassandra!"

ROMANCE, GO HERE. WHICH IS VERY ROMANTIC AND TOTALLY NOT REDUCED TO A FACTUAL GAMEPLAY MECHANIC.

 

"Go away Cassandra."

OH NOES! NO ROMANCE EVER. NEVER EVER EVER. BIG BAD MOJO CHOICE FOR ROMANCE-WANTERS!

 

Explaining to me what daddies and mommies do is not an appropriate solution for bad paraphrasing. I'm exaggerating now of course, but almost all of them made me think "ugh" instead of "good to know".

 

Basically anything that uses the starting formula "<someone other than the Inquisitor> is going to <anything that happens in the future>" is just wrong and should have no place in an exciting storyline. If someone initiates something unexpectedly bad, please just write it in a way that I can chalk it off to my own ignorance, instead of spoilering it to me.



#43
Il Divo

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Yea, but I think a toggle to show or hide a couple of lines would be way easier to implement than a foul language toggle. I mean, I don't need either one (see last post) but the lines-showing thing is a more realistic thing to ask for iMO.

 

I couldn't say definitively (I know practically nothing about coding, outside of what others tell me).

 

Intuitively though, I feel like it's easier merely to cut out a couple sentences/words from the game via a toggle, since Bioware doesn't rely all too much on expletives anyway, than it would be to make sure the line appears correctly, mainly because there tend to be far more moments where the player has the ability to choose dialogue. 



#44
Chardonney

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I'm in the same boat with all those who wouldn't want or like this. Only if it was optional or not at all.



#45
MrFob

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I couldn't say definitively (I know practically nothing about coding, outside of what others tell me).

 

Intuitively though, I feel like it's easier merely to cut out a couple sentences/words from the game via a toggle, since Bioware doesn't rely all too much on expletives anyway, than it would be to make sure the line appears correctly, mainly because there tend to be far more moments where the player has the ability to choose dialogue. 

 

Hm, I also only have pretty limited coding experience but I don't think so. Usually, in programming, if a procedure is reproducible, it's easy to code. This function here would be very reproducible, you just add it to the function that handles the dialogue wheel in the first place. Basically, you just say, "if the toggle is on, show the line at the bottom of the screen". It's basically one "if" in the wheel function (plus of course a few lines of code that determine where the text would be shown but that's no big deal, these kinds of things are usually readily available in basic code libraries that you just import). Once you set up the system, you can just let it do it's thing.

 

As for the projected effort that would be needed for the foul language thing, I think we actually talked about this in the other thread. I think it would be much tougher to do because you'd have to flag, handle and then test every unique situation where some unacceptable term may be uttered individually.

 

That would be my best guess at least.



#46
Former_Fiend

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Personally I'm in favor of them showing the full line. The summarized line being nothing like what's actually said doesn't happen often, but it happens often enough to be annoying.

 

If they don't do that, then they should continue to make it the intent and emotion behind the line clear. DAI was good about that for the most part.



#47
NWN-Ming-Ming

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Nah... not really needed.  The few occasions where a line didn't match a summary were so few and far between, it's a non-issue as far as I am concerned.  This seems like an answer in search of a problem.



#48
katerinafm

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The devs have said that they tested this approach, and it failed. The system was apparently found to be less enjoyable with it than without it.

 

That doesn't make much sense. Why would such a thing be considered less enjoyable and be removed entirely instead of making it a decision for the player like the dialogue icons which you can remove if you want?


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#49
Enigmatick

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Nah... not really needed.  The few occasions where a line didn't match a summary were so few and far between, it's a non-issue as far as I am concerned.  This seems like an answer in search of a problem.

The problem has been here for 8 years. Saying YMMV doesn't change that.



#50
Queen Skadi

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The devs have said that they tested this approach, and it failed. The system was apparently found to be less enjoyable with it than without it.

 

To who? I can't imagine it would be less enjoyable than choosing a vague option that ends up saying something completely different to the response you intended? This seems like a best of both worlds feature, while I know David Gaider would call it the "dreaded toggle scenario" we have seen toggles for more extensive features and in all honesty in the grand scheme of things a toggle for this would not be that difficult to do.

 

It is not like paraphrased responses and being able to see the full wording can't exist on the same screen, if you want to keep the flow of the conversation going by only reading the paraphrased options and making a selection based on that then it would still be an option however for those who want a better idea of what the dialogue option entails the full wording would be a great boon in this regard. Not sure how such a feature would not be a win for everyone?