Aller au contenu

Photo

the Picard option


  • Veuillez vous connecter pour répondre
86 réponses à ce sujet

#76
BabyPuncher

BabyPuncher
  • Members
  • 1 939 messages

they weren't free when Obsidian did Alpha Protocol, or when Rockstar did L.A Noire. Both games involved lots of verbal jousting, but getting what you want meant putting your detective skills to the test, understanding the situations, the evidence, and that's before you ever started your verbal jousting.

I don't think many people want the dialogue to go away. They want the auto win to go away. They want a more in depth diplomacy system.

Remove the auto win for picking a color and make people have to decide what is the best choice based on what they know of the situation and who they are dealing with.
 

Mass Effect's talk-your-way-out-of-combat sequences weren't particularly complex. It just relied on having enough points invested in your persuasion/intimidation dialogue.

 

We seem to have, as is all too often the case, too many players having difficulty accepting a plain and simple reality.

 

Yes, persuasion in the game is easy. Just like combat is easy. Just like making friends and finding a romantic partner is easy. Just like saving the world or galaxy or what have you is easy. Just like being the super-awesomest person to have ever lived is easy. Everything here is easy.

 

Because it's a game. It. is. a. game. It's a mass produced product intentionally and deliberately designed to be beatable with a reasonable minimum of frustration by children as young as 10, 11, 12 of significantly below average intelligence and skill.

 

The player should 'use their detective skills' to solve problems. They should 'analyze the situation' to pick the best choice. They should 'read their opponent.'

 

The detective skills of a particularly slow 10 year old. The analytical skills of a particularly slow 10 year old. That's what you're up against.

 

Is it not obvious how silly this is? 

 

You know, I do understand that in the moment, video games can make you feel cool and powerful and awesome. They put you in the 'flow state.' That's a great part of their appeal and fun. But when we're here, it's time to recognize that illusion for what it is. It's smoke and mirrors. You are not cool or awesome or badass or capable or intelligent for playing a video game. No matter how much the game and advertising and BioWare's paid PR stooges tell you otherwise.

 

Could Mass Effect put in a minigame of some sort for persuasion? Could they base it off some sort of mechanic more complex than just putting points in a skill? Sure. I have no problem with either of those options. But ultimately, whatever they do, is going to be a game. A 'challenge' built to be beatable by that particularly slow 10 year old. In other words, no 'real' challenge at all. And I imagine we'll be right back here, with people complaining that it's a 'Get Out of Jail Free Card' once players inevitably realize that their 'skills' aren't actually being 'tested.'



#77
7thGate

7thGate
  • Members
  • 24 messages

Games can, and should, have difficulty settings for exactly this reason.  Insanity difficulty, while not the most hard-core experience ever, is not beatable by a particularly slow 10 year old in the combat side of the game.  DA2's highest difficulty level was definitely not beatable by an underprepared or underskilled player.  This is good, as many people need games to be challenging in order to remain interesting, but a different subset of people will quit if games are too hard.  Difficulty settings allow for games to cater to both groups, and could be applied to a skill based dialogue if such a direction were chosen.



#78
mickey111

mickey111
  • Members
  • 1 366 messages

Games can, and should, have difficulty settings for exactly this reason.  Insanity difficulty, while not the most hard-core experience ever, is not beatable by a particularly slow 10 year old in the combat side of the game.  DA2's highest difficulty level was definitely not beatable by an underprepared or underskilled player.  This is good, as many people need games to be challenging in order to remain interesting, but a different subset of people will quit if games are too hard.  Difficulty settings allow for games to cater to both groups, and could be applied to a skill based dialogue if such a direction were chosen.

 

this is true, and as I remember Deus Ex: HR had an upgrade you could buy for the specific purpose of having the in game conversations spelled out to the player.



#79
RoboticWater

RoboticWater
  • Members
  • 2 358 messages

We seem to have, as is all too often the case, too many players having difficulty accepting a plain and simple reality.

 

Yes, persuasion in the game is easy. Just like combat is easy. Just like making friends and finding a romantic partner is easy. Just like saving the world or galaxy or what have you is easy. Just like being the super-awesomest person to have ever lived is easy. Everything here is easy.

 

Because it's a game. It. is. a. game. It's a mass produced product intentionally and deliberately designed to be beatable with a reasonable minimum of frustration by children as young as 10, 11, 12 of significantly below average intelligence and skill.

 

The player should 'use their detective skills' to solve problems. They should 'analyze the situation' to pick the best choice.

 

The detective skills of a particularly slow 10 year old. The analytical skills of a particularly slow 10 year old. That's what you're up against.

 

Is it not obvious how silly this is? 

 

You know, I do understand that in the moment, video games can make you feel cool and powerful and awesome. They put you in the 'flow state.' That's a great part of their appeal and fun. But when we're here, it's time to recognize that illusion for what it is. It's smoke and mirrors. You are not cool or awesome or badass or capable or intelligent for playing a video game. No matter how much the game and advertising and BioWare's paid PR stooges tell you otherwise.

 

Could Mass Effect put in a minigame of some sort for persuasion? Could they base it off some sort of mechanic more complex than just putting points in a skill? Sure. I have no problem with either of those options. But ultimately, whatever they do, is going to be a game. A 'challenge' built to be beatable by that particularly slow 10 year old. In other words, no 'real' challenge at all. And I imagine we'll be right back here, with people complaining that it's a 'Get Out of Jail Free Card' once players inevitably realize that their 'skills' aren't actually being 'tested.'

Obviously the problem will always come down to audience in this case.

 

You don't see Dark Souls easing off its difficulty to gain a wider audience. But of course, Dark Souls never pretended to be the most accessible game out there. While you're probably right that BioWare will sacrifice complexity for the sake accessibility, I see no reason why they can't appeal to both casual and hardcore players.

 

I think that our current problem is that BioWare (and essentially every mainstream RPG developer) considers dialog almost as if it weren't a game mechanic. Why not maintain a more complex dialog system while simultaneously appealing to a diverse crowd by adding in a difficulty slider? That's exactly what they do for combat. Mass Effect 3 already had the Action Mode/Story mode options, so all BioWare would need to do is expand that system out to more traditional tiered difficulty options.

 

On the lowest end they could have dialog sequences essentially play themselves, mid tiers could limit failure options, streamline more complex conversations, and/or provide DX:HR style conversation prompts, and the highest level lets the conversations be as wild as the most demanding fans could want. Then, of course, BioWare could just limit failure states to more manageable or non-negative outcomes, so even if dumb-as-dirt 10 year old fails a conversation, he can just move on unscathed.



#80
TheButterflyEffect

TheButterflyEffect
  • Members
  • 1 407 messages

Picard sucks. I want a Captain Kirk option. Boldly coming where no human has come before.



#81
Fawna

Fawna
  • Members
  • 85 messages

Yeah, tried Picard options...
 
https://www.youtube....h?v=moX3z2RJAV8
 
 
And got
 
 
https://www.youtube....h?v=iOR6Z6X_VI4
 
;)

Yeah, tried Picard options...
 
https://www.youtube....h?v=moX3z2RJAV8
 
 
And got
 
 
https://www.youtube....h?v=iOR6Z6X_VI4







Okay ran out of likes but that was good
 
;)



#82
RVallant

RVallant
  • Members
  • 612 messages

I'll vote 'yes' just so we can encounter a new species and get captured and tortured to hell and back and have a dialogue option be:

 

"THERE.... ARE... FOUR... LIGHTS!" upon rescue.


  • KaiserShep aime ceci

#83
sjsharp2011

sjsharp2011
  • Members
  • 2 676 messages

I want the pathfinder to be the Picard to Shepard's Kirk so much. Savvy diplomacy is usually my favorite RPG play style. 

mine as well.


  • Lady Artifice aime ceci

#84
egalor

egalor
  • Members
  • 52 messages

We definitely need a "you fight like a cow" combat option :))



#85
sjsharp2011

sjsharp2011
  • Members
  • 2 676 messages

We definitely need a "you fight like a cow" combat option :))

 

sounds like you've been playing Monkey Island



#86
Sifr

Sifr
  • Members
  • 6 783 messages

Paragon = The Picard: Diplomacy solves everything.

 

Paragade = The Kirk: Diplomacy solves everything... but when it doesn't, don't be afraid to punch it.

 

Renagon = The Sisko: Sometimes punching things is the best diplomacy.

 

Renegade = The Janeway: If it happened in the Delta Quadrant, just say you used diplomacy for everything (and make them prove any war crimes)...



#87
agentdalecooper

agentdalecooper
  • Members
  • 1 431 messages

more role play less shooty pewdy pooty pls. I find that nearly everything in the mass effect series lacks a diplomatic alternative to shooting baddies. 

 

I understand not everybody speaks English as their first language, but even I am having trouble translating what "pooty" means.