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Go back to a silent protaganist.


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#51
Remmirath

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And then there were the conversation hubs with tons of possible answers that all led to the same NPC reaction

 

I don't mind those. I would still rather have more choices for what my character says even if it leads to the same NPC reaction, because it's still a character choice that can be made.
 


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#52
In Exile

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I don't mind those. I would still rather have more choices for what my character says even if it leads to the same NPC reaction, because it's still a character choice that can be made.
 

 

But it's weird and unnatural for substantially different reactions in tone and content to lead to identical reactions from others. 



#53
nightscrawl

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Here is a thread where the devs explain -- with diagrams! -- how the amount of options between DAO and DA2 was essentially the same.

 

It basically boils down to the fact that the dialogue wheel, being clearly segregated into investigate options and options that move the conversation forward, gives the appearance that there might be fewer, when that's not actually the case.


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#54
Remmirath

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But it's weird and unnatural for substantially different reactions in tone and content to lead to identical reactions from others. 

 

Not if the reaction they lead to makes sense in some way for all of them. Granted, that's not always the case, but people certainly can react in the same way to a wide variety of different things. It's also not something that tends to really jump out, as you don't see the same reaction to different things one after another, rather on each different play through the game.

 

I recall from previous iterations of this topic that you're a lot more particular about NPC reactions to dialogue than I am, though, so this may simply be a difference of opinion.



#55
Ghost Gal

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I wish they would, but I know they won't.

 

Much as I like and prefer silent protagonists, mainstream video game players are used to voiced protagonists, and video game cutscenes are going the way of movie scenes.