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About Full Dialogue, or not (ref FO4)


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#101
Laughing_Man

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To be fair both those DLCs it also had weapons, new mounts, beds, thrones, and decor for Skyhold some of which I find useful and others I don't. The horse armor for Oblivion was just that a set armor for one of your horses, a brief note and a very brief bit of new dialogue from the stable master selling the armor,  

 

Meh. The principle is still similar enough.



#102
Hanako Ikezawa

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To be fair both those DLCs it also had weapons, new mounts, beds, thrones, and decor for Skyhold some of which I find useful and others I don't. The horse armor for Oblivion was just that a set armor for one of your horses, a brief note and a very brief bit of new dialogue from the stable master selling the armor,  

Both of those should have been part of one of the bigger DLCs, Jaws of Hakkon and Trespasser respectively, instead of being their own DLC for $5 each. 

 

But fine, the Alternate Appearance Pack 1 from Mass Effect 3. That was $2 and came out November 2012 for their latest game other than DAI and added absolutely nothing but new appearances for EDI, Garrus, and Liara.


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#103
Hazegurl

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Flirting doesn't always have sexual intent behind it.  You can flirt with someone playfully without being romantically interested.

 

DAI even made this explicit with Dorian.  He enjoys flirting, and will happily do it with anyone, regardless of romantic interest.

Sure, but you're only thinking about yourself.  You're not taking the person you're flirting with into account.  Dorian and Anders are two different characters and Anders was clearly unstable.  Why should the results of flirting with both be the same?

 

Also in DAI the female IQ has the option to be very upset with Dorian for flirting with her and "leading her on" so while Dorian may think of it as playful flirting, someone's female IQ may not view it as such and be upset by it.

 

 

but the point is that it wasn't possible to tell from the paraphrase what the line would be.  Examples were requested.  I offered one.  Whether I should be trying to keep secrets isn't relevant.

 

Yes it is relevant.  Because your complaint is not a paraphrase complaint but a complaint about lack of choice.  The option to keep a secret doesn't even exist in that scenario.  If the option existed, but the paraphrase didn't reveal that it did, then you would have a valid argument.



#104
In Exile

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In a game where player choice and consequence are emphasised so heavily, it is kind of irritating when something that I should have full control over (like the words that come out of my mouth), is taken partially out of my control. It's frustrating when sometimes I've had to go back to an older save because the option I picked didn't accurately represent the context in which it would be said, and resulted in an undesirable outcome. I maintain how the second character responds should always remain a mystery - because sometimes conversations don't always go as we had planned them in our heads. But we should never be caught off guard by our own words.

 

Now I think the full dialogue options are bit much as it'd probably make the display a bit of a mess, but inflections written in italics could go a long way.

One other thing I have liked is the colour coding of the charisma checks in Fallout 4. Perhaps we could achieve a similar thing with the paragon/renegade scale to with boldness/shade of colour to display how heavily a dialogue option leans either way. 

 

In a game where player choice and consequence are emphasised so heavily, it is kind of irritating when something that I should have full control over (like the words that come out of my mouth), is taken partially out of my control. It's frustrating when sometimes I've had to go back to an older save because the option I picked didn't accurately represent the context in which it would be said, and resulted in an undesirable outcome. I maintain how the second character responds should always remain a mystery - because sometimes conversations don't always go as we had planned them in our heads. But we should never be caught off guard by our own words.

 

Now I think the full dialogue options are bit much as it'd probably make the display a bit of a mess, but inflections written in italics could go a long way.

One other thing I have liked is the colour coding of the charisma checks in Fallout 4. Perhaps we could achieve a similar thing with the paragon/renegade scale to with boldness/shade of colour to display how heavily a dialogue option leans either way. 

 

That would be no different with text, because the literal content of a sentence is not exhaustive of what it communicates. This goes to pragmatics. The usual example: 

 

That was a great idea!  :lol:

That was a great idea!?  :huh:

That was a great idea? :rolleyes:  

 

Note that punctuation is a very, very basic attempt at conveying information about, you guessed it, tone. 


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#105
Keitaro57

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The fallout modes allowing the full sentences has a great success. So, yeah, players prefer full sentences against paraphrases. Especially broken paraphrases that don't allow the player to catch the feeling hidden in the sentence.

 

Concerning "emotions" DAI has a full palette of variety. Some of them, I encounterd only one time during the whole game! I'd prefer Bioware take inspiration of Bioware and give us the possibility to be "flirting","sarcastic", "aggressive", "full of wisdow", "reminding of our past" and other possibilities bringing more LIFE in the conversation. Remember me I always wanted my Shepard to say "Talk again about this calibrations and you will inspect the toilets during the rest of the flight. Period."


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#106
Sylvius the Mad

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Yes it is relevant.  Because your complaint is not a paraphrase complaint but a complaint about lack of choice.  The option to keep a secret doesn't even exist in that scenario.  If the option existed, but the paraphrase didn't reveal that it did, then you would have a valid argument.

You're completely ignoring what I'm saying.  If I had known there was no secret option, I would have approached the conversation differently.

 

I'm not just making things up I want to do no matter what options the writers gave me.  I'm trying to choose among the writers' options in a way that makes my character interesting to me, and maintains the coherence of my character design.

 

I don't want to choose options that aren't available.  I want to choose the best option (for my character) among those that are.  But with the paraphrase, I can't tell which one that is.

 

I only wanted to keep the secret because the paraphrases gave me reason to believe I could.


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#107
Joseph Warrick

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Udina: "Saren is their top agent. They don't like him being accused of treason."

Shepard has three options:

- "He's dangerous"
- "It's the truth"
- "They're blind"

Let's not forget Udina has the mission reports. He is already aware of the events on Eden Prime.

At no point anywhere there is the slightest hint that Shepard has a choice to keep information about Saren from Udina. The whole thing is very simple. You urge Udina to understand Saren is dangerous, or you state that the reports are true in a sensible way, or you attack the Council for not wanting to admit the truth.

Why would anybody even think that there is the possibility of hiding information in this case? "The wheel didn't tell me it wasn't possible". Sure, the wheel didn't tell you it isn't possible to jump off the balcony either. Or flirt with Udina. The wheel is not going to guess every single reaction players might be able to imagine.

You are given three options. Shepard is going to say something along the lines of those options. That's all there is.

 

I swear Hazegurl has the patience of a saint.

--

In general, the solution to potentially bad paraphrases (e.g., Femshep/Jacob dialogue) is good paraphrases.


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#108
AlanC9

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It's not like Shepard had an opportunity to lie in the reports, since they would have been filed by Anderson.

But the specifics of this example are a distraction. We probably shouldn't get bogged down in them, since the point is how Bio will handle future dialogues.

#109
Danadenassis

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I'm curious about this. In Fallout's dialogue, is there ever an instance when the PC might have a word or two that's automatically spoken to keep the flow of a conversation (like how? why? and?). One of the things about Bio's voiced PC's is that they have fairly long lines and multiple sentences. I'd like to know how FO4's dialogue compares in terms of sheer word count for the longest lines spoken.

 

 

I feel that...<snip>.

I am sorry about late proper reply, but I've been without cable since the moment I started editing my reply. Back in action now and it feels like christmas :D

 

-------------------------

 

Good question. I do notice that you have the option to choose such questions now and then. Like more neutral showing interest kind of lines I imagine. Some of the answers can be amusing because the player choose something that that specific npc didn't quite like, or was strange ("weird" was a word used by one npc after I tried a somewhat humorous reply).

 

Perhaps this answers the question properly: After some hundred hours in FO4 have I only noticed disparity between the actual voice acting and subtitles/dialogue once, and it seems to be more of a grammatical difference than substance.

I feel that Bioware dialogues are richer, deeper and at the same time with more buildup somehow, but it might be because I like the Bioware characters/npcs far better. The "romance"/bff dialogues are probably more to the point in Fallout 4, but still sweet and strangely balanced, I think. Some NPCs got much text, not that it means I like them more.

 

Example of dialogues you won't find in FO4 is the dialogue tree you can start after visiting Solas the first time in Haven. It is, or got options to be, far richer, with more possible modifications on the relationship and I think also with far more varied outcomes, but that might be mostly coloured by my personality/impressions than actual substance/information.

Especially the female npcs/companions do I think have too little agency and because of that got less strength to them than a typical Bioware character got in the dialogue. Only one male character "suffers" from this in the same way as all the female characters, but doesn't make me sceptical to the writing in the same way and feels bit more organic.


In that FA4 mod has one of the arguments for making a listed dialogue that some lines can be bit long so it gets cluttered if having them centered in the form of a wheel. The mod also got a wheel variant though.

PS disclaimer: These are my impressions and opinions, not facts. We all have different tastes.



#110
This is the End My Friend

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Count me in the down with paraphrasing crowd. 



#111
Danadenassis

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<snip>

Also, please take out Paragon/Renegade and any "invisible" good/bad moral system, or integrate it into crossroad decisions in games instead (for reference, like Witcher 2 did it) I don't want to have to take into account an invisible stat when I'm also trying to maximize my fun by "getting everything" in the game dialogue-wise 

<snip>. 

After thinking on this have my opinions changed somewhat.

 

I've never quite found paragon/renegade problematic. A result of my internal inconsistency for sure, since I've always had a very disdainful relationship to "alignments" and such in tabletop rpgs and other artificial limitations on what a person can think (ie skills).

 

I like that Fallout 4 got more varied receptions to the lines the character says. It means that the "good" lines are not always the best, because the npc(s) are in different states, with different personalities and got different relationships to the pc.

 

The "sarcasm" and other tags are more realistic than paragon/renegade, in addition to not being moralistic (or ethical?), because they describe intents rather than something universal.

 

Paragon/renegade would have been horrible in FO4, given the horribly sociopathic choices (related to factions) the player got to take if progressing the main quest lines to any conclusion. Never before have I so strongly experienced playing a game that encourages me to play as if the character got mental disorders.