So, I recently played the Walking Dead video games (seasons 1 and 2). I have to say they were fantastic experiences, with great stories, characters and choices, just like Bioware games. (On a side note, you guys should definitely give the games a shot if you get the chance. Tears were shed ... )
One thing that made the dialogue and choices interesting was TellTale's decision to include a timer on dialogue choices. Once presented with your dialogue options, you had a limited amount of time to make a choice. This added lots of tension to the scenes, and made you go with your initial gut reaction, just like you would in real life. You also had the option to not speak at all, and this was another potential choice.
After finishing the games, I began to wonder if Bioware should implement a similar timer into MEA or future titles. I can see why it would work. Sometimes, when I have to make a decision, I can spend a lot of time thinking, which doesn't really make sense with the context of the situation. For example, you can have Sovereign attacking the Citadel for half an hour while you decide whether or not to save the Council, and that kind of kills any urgency or impact that the scene should have.
On the flip side, Bioware games have a lot more dialogue than TellTale's, with a lot more decision to take into account. In that case, I always prefer having a bit more time to think over my decision. It is a lot easier to go back into a Walking Dead episode that is one hour in length and change a decision, compared to 50 hour RPGs like Mass Effect.
In the end, I think Bioware should implement a timer, but only in certain scenes. Scenes that have critical decisions to be made or have a certain immediacy to them should have one, as should emotionally charged scenes. Like I mentioned above, dialogue in the heat of battle should have a timer. Also, scenes like opening Grunt's tank in ME2 could have benefited from a timer. If you didn't make a choice fast enough, Grunt could kill you, logically. Your Shepard would have to quick with his tongue in a situation, and not let Grunt hold him for 10 minutes straight.
Obviously, most dialogue choices wouldn't require a timer. Casually talking to squadmembers, learning information about new places, etc. wouldn't require a timer. I think about 10% of all dialogue choices should have a timer, and only use it when necessary, to add immediacy and impact to a scene.
What do you guys think?





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