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Post by battlegun on Nov 19, 2017 14:20:01 GMT
It seems that every 10 years or so, Bioware comes up with a new dialogue system, and I think that with Dragon Age 4, a new system should be put in place. I think that dialogue wheel has worn out its welcome. Even though I still do like it, having the lack of seeing what you are going to say and fewer dialogue options (especially in recent games) could be drawing back the potential of future games. We'll need a system where we not only have a wide array of options, but also a fully voiced protagonist.
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Post by Deleted on Nov 19, 2017 14:45:56 GMT
a voiced protagonist will never say what you really wanted to say when you choose an option in the dialogue, not even the tone of it. I see no point in putting more dialogue options that hardly have any difference or just continues to extended the problem that the voice doesn't have the tone/reaction/dialogue that you thought you were going to get, and turns to be the other way around, multiple options and vast customization only works in silent protagonist where you set any kind of personality/voice (in your head).
the only thing you should want if you want a fully voiced protagonist, it's a more improved wheel system.
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Post by Nightscrawl on Nov 19, 2017 16:04:24 GMT
It seems that every 10 years or so, Bioware comes up with a new dialogue system, and I think that with Dragon Age 4, a new system should be put in place. I think that dialogue wheel has worn out its welcome. Even though I still do like it, having the lack of seeing what you are going to say and fewer dialogue options (especially in recent games) could be drawing back the potential of future games. We'll need a system where we not only have a wide array of options, but also a fully voiced protagonist. I don't know if you were around Ye Olde BSN during the DA2 days, but there was a LOT of discussion and back-and-forth with the devs themselves about the dialogue wheel system. Whether you agree or disagree, these are their viewpoints: - Players do not like the repetitiveness of seeing the full line and then hearing that exact line over again.
- There are the same amount of dialogue options with the wheel (including interrogate options) in DA2 and DAI as DAO had with a list (they posted actual diagrams showing this was so). They also have self-imposed restrictions on the amount of lines that have existed since DAO and the player has an erroneous perception because of the format change, from list to wheel.
- They don't want to give a toggle because (1) too many toggles are bad, (2) a player might turn something on, have a negative experience, but not understand why or how to "fix" it.
I can give links to dev posts showing most of this stuff if it's required. I doubt they will change the current dialogue wheel system outside of doing things to make paraphrases more clear, adding more opportunities to clearly emote, and other such things. They have very specific ideas about what does and does not work, and, according to them, they have tested alternate methods and found them to be lacking. Put this idea out of your mind because it is most likely not going to happen. As I said, these are the developers' views on the matter. I happen to disagree with most of them. There was a LOT of discussion about this in the post-DA2 days and nothing changed their mind about it. And that was on their official forums where they actively engaged with the players. [edit] I will add that it seems like the DAI dialogue system was a bit easier to use if you had already played DA2. Even though the personality system didn't carry over from DA2, they kept the same tone variation for many of the options: right-top was nice/diplomatic, right-middle was charming/humorous, right-bottom was direct/aggressive. The differences between these weren't nearly as dramatic as the DA2 options, but they were there. I think being able to observe this was helpful in using the DAI dialogue system.
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Post by phoray on Nov 19, 2017 16:17:17 GMT
What the problem was is that there were far fewer dialogue branching paths and the 3 Right side choices sometimes had little difference between them. Wheras the LEft sided dialogue options blew it out of the park. DAI has Perks Dialogue, Racial specific dialogue, class specific dialogue.
I hope they stay far away from MEA dialogue, however. "four personalities" all mostly nice, and over 50% of the time, you only get to choose right or left or Two of the four personalties.
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Post by tacsear on Nov 19, 2017 16:17:51 GMT
Don't fix it if it ain't broken
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Post by phoray on Nov 19, 2017 16:19:51 GMT
I will add that it seems like the DAI dialogue system was a bit easier to use if you had already played DA2. Even though the personality system didn't carry over from DA2, they kept the same tone variation for many of the options: right-top was nice/diplomatic, right-middle was charming/humorous, right-bottom was direct/aggressive. The differences between these weren't nearly as dramatic as the DA2 options, but they were there. I think being able to observe this was helpful in using the DAI dialogue system. I noticed this as well. It kept me from using the bottom right almost entirely. when I played a kinda throwaway inquisitor, I started using it more and realized it wasn't actually that aggressive.
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Post by Cyberfrog on Nov 19, 2017 18:14:38 GMT
I hope they stay far away from MEA dialogue, however. "four personalities" all mostly nice, and over 50% of the time, you only get to choose right or left or Two of the four personalties. Agreed. MEA's implementation was a significant step from DAI, in the wrong direction. The wheel can still get the work done. I don't expect to see its replacement within the next 5 years, but maybe within the next 10. (Assuming that EA even keeps dedicated RPG-producing studios around for that long).
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Post by PapaCharlie9 on Nov 19, 2017 19:34:50 GMT
It seems that every 10 years or so, Bioware comes up with a new dialogue system, and I think that with Dragon Age 4, a new system should be put in place. I think that dialogue wheel has worn out its welcome. Even though I still do like it, having the lack of seeing what you are going to say and fewer dialogue options (especially in recent games) could be drawing back the potential of future games. We'll need a system where we not only have a wide array of options, but also a fully voiced protagonist. I endorse this (voted yes). In both the DA and the ME franchises, the dialogue system was changed for every installment. So a change for DA4 is a foregone conclusion. The question in, what should the change be? ME2 was my all around favorite dialogue system of the Bioware franchises. I wouldn't mind DA4 going with that system. Maybe don't go as far as Renegade/Paragon, but do have some cruel/selfish choices. Speaking of Renegade/Paragon, I'd like to see something like the Horizon:Zero Dawn idea, where instead of extremes on a moral spectrum, the dialogue choices are on a personality spectrum. HZD used three choice categories: Feeling, Thinking, Fighting (my terms, not the game's). These roughly translate to the SDI (Strength Deployment Inventory) personality test axes of People (blue), Process (green), and Performance (red). I can think of other categorizations that might be fun, like Bartle's Taxonomy (always 4 choices: Achiever, Explorer, Killer, Socializer), or another 4-way personality space that's a little more relevant to gamers (Help/Hurt x Selfish/Selfless): so Help+Selfish would mean a, "I'll help you, but I expect a reward," type statement, where "Hurt+Selfless" might mean a, "I'm sorry, I can't help now, I have more people to save than just you," type statement. I've also liked the idea of past decisions influencing future dialogue choices. Perhaps something like this: For any given dialogue, there are ten choices total, 9 active, 1 passive (do nothing), but only 3 choices are shown to the player at any dialogue wheel. The 9 active choices are split into groups of 3 that align with something like that SDI personalities: Feeling, Thinking, Fighting. Hidden from the player, the dialogue choices are arranged on a spectrum: on the left, three Feeling choices, on the right three Fighting choices, and in the middle three Thinking choices. Of the three Thinking choices, the leftmost one is a transition towards Feeling, and the rightmost is a transition towards Fighting. Likewise, the rightmost of the group of 3 of Feeling is a transition to Thinking, and the leftmost of the group of 3 for Fighting is a transition to Thinking. Your dialogue choices at any given time are a sliding window of 3 choices that start centered on the Thinking 3 choices. If you choose the middle choice, the window doesn't move. If you choose the leftmost Thinking choice, the window slides 1 to the left, so that the next time you have a dialogue choice, you'll have 1 Feeling choice, and 2 Thinking choices. If you pick the leftmost again, the Feeling choice, you move the window 1 to the left again. Now you have 2 Feeling choices, and 1 Thinking. And so on until the window hits the end of the line. You can still transition to another state, but if you are all the way over on the left, with 3 Feeling choices, you have to go through several dialogue choices to start having Fighting choices. In other words, a leopard doesn't change it's spots over night. Once you establish your character as mostly making Feeling choices, you're not suddenly going to turn into a badass fighter and want to kill everyone in sight, and so on. Personally, I liked the QT interrupt system of MEA. It wasn't always executed perfectly -- as I believe that the "normal" narrative should be when you let the timer run out and don't take the QT action, but several of the interrupts in MEA were constructed so that 99% of the time the player was going to take the action -- but when it's done right, it provides a feeling of more player agency, even if that's an illusion. Alternatively, used the "timed do nothing" third option in Telltale games. There are often A/B dialogue choices, with an implied third option of choosing neither one, because the A/B choice is on a timer. If you don't make a choice before the time runs out, neither one happens. Again, this gives some additional player agency and a more realistic depiction of how people really talk. Sometimes you just choose to say nothing.
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Post by phoray on Nov 19, 2017 19:38:13 GMT
In other words, a leopard doesn't change it's spots over night. Once you establish your character as mostly making Feeling choices, you're not suddenly going to turn into a badass fighter and want to kill everyone in sight, and so on. Dislike. Locks you into renegade/paragon. Also, in Hawke's case, Leandra's death can cause personality changes just like a beloved one's murder in real life can cause personality changes. You're making the character static in a non static world.
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Post by PapaCharlie9 on Nov 19, 2017 19:39:51 GMT
In other words, a leopard doesn't change it's spots over night. Once you establish your character as mostly making Feeling choices, you're not suddenly going to turn into a badass fighter and want to kill everyone in sight, and so on. Dislike. Locks you into renegade/paragon. Also, in Hawke's case, Leandra's death can cause personality changes just like a beloved one's murder in real life can cause personality changes. You're making the character static in a non static world. No, that's exactly what it doesn't do. Nothing is locked. You can't instantly change, but you can slowly change. It would only take four choices that are "to the right" to get into Fighter territory. You could never do that with Renegade/Paragon. Alternatively, instead of a line, the choices could be arranged on a ring, like the SDI. So if you keep going left, you're only 1 choice away from Fighting choices. That would address your Leandra's death situation. There ought to be extenuating narrative circumstances that "unlock" that choice, though. Maybe it's a relatively rare fourth choice.
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Post by alanc9 on Nov 19, 2017 19:47:19 GMT
How can we vote about a new system without having any idea what it is?
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Post by alanc9 on Nov 19, 2017 19:49:34 GMT
Dislike. Locks you into renegade/paragon. Also, in Hawke's case, Leandra's death can cause personality changes just like a beloved one's murder in real life can cause personality changes. You're making the character static in a non static world. No, that's exactly what it doesn't do. Nothing is locked. You can't instantly change, but you can slowly change. It would only take four choices that are "to the right" to get into Fighter territory. You could never do that with Renegade/Paragon. Alternatively, instead of a line, the choices could be arranged on a ring, like the SDI. So if you keep going left, you're only 1 choice away from Fighting choices. That would address your Leandra's death situation. There ought to be extenuating narrative circumstances that "unlock" that choice, though. Maybe it's a relatively rare fourth choice. I gotta go with phoray here. I don't see any value in putting restrictions on the player. If I don't think a response suits my character then I can just not pick it. I don't need the game to police my RP.
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melbella
N7
Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
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Post by melbella on Nov 19, 2017 19:49:46 GMT
I don't know about systems, but I would like to see the flirt investigate (left side) choices NOT LOCK OUT the other options by picking it, and vice versa. This was incredibly annoying in the Solas romance, where you HAD to pick the flirt to do the romance, and then all other options disappeared forever. Left side/investigate options should be available until I pick them.
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Post by phoray on Nov 19, 2017 19:56:50 GMT
I don't know about systems, but I would like to see the flirt investigate (left side) choices NOT LOCK OUT the other options by picking it, and vice versa. This was incredibly annoying in the Solas romance, where you HAD to pick the flirt to do the romance, and then all other options disappeared forever. Left side/investigate options should be available until I pick them. I recall this more from DA2 then the Solas romance. and agree
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boxofscreaming
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda
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Post by boxofscreaming on Nov 19, 2017 20:00:08 GMT
I'm pretty much OK with how dialogue works in the latter two Dragon Age games. The introduction of the heart sign for flirt options was a lifesaver.
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Post by river82 on Nov 19, 2017 20:02:46 GMT
I hope they stay far away from MEA dialogue, however. "four personalities" all mostly nice This! Not really interested in the system, I'd rather Bioware concentrate on providing sufficient options and choices during dialogue rather than how those choices are presented to the player.
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Post by pinkjellybeans on Nov 19, 2017 20:24:19 GMT
Honestly, I dislike the emotion based options. I'd prefer if they were just options and not have them under any "tag". I'd prefer if it was more like DAO where they were all mixed together and you choose what you feel like your character should say/do in that moment and not think, "oh this is the obvious aggressive option, I'm going for this one since I'm playing an aggressive character". Something like Telltale's choices would be great too, which are usually 3 plus a silent option (which is a valid answer and characters usually react to it), but those 3 aren't the obvious diplomatic, sarcastic, aggressive answers, they are just answers that fit that particular moment. Another thing I'd like to see come back and that could add a lot to dialogue and to our character's personality is persuasion/intimidation, but I have a feeling we won't see this again unfortunately.
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N7
Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
Prime Posts: 2186
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Post by melbella on Nov 19, 2017 20:38:51 GMT
Honestly, I dislike the emotion based options. I'd prefer if they were just options and not have them under any "tag". I'd prefer if it was more like DAO where they were all mixed together and you choose what you feel like your character should say/do in that moment and not think, "oh this is the obvious aggressive option, I'm going for this one since I'm playing an aggressive character". Something like Telltale's choices would be great too, which are usually 3 plus a silent option (which is a valid answer and characters usually react to it), but those 3 aren't the obvious diplomatic, sarcastic, aggressive answers, they are just answers that fit that particular moment. Another thing I'd like to see come back and that could add a lot to dialogue and to our character's personality is persuasion/intimidation, but I have a feeling we won't see this again unfortunately.
The problem with them not being labeled, however, is that I (the player) may read an option and hear it one way in my head, but then I pick it and it is delivered and/or received in a completely different manner. I had this happen a lot in DAO. For example - I pick a line I believe to be, or intend to be, sarcastic/ironic but the person hearing it takes it as though I am serious and reacts in a way I can't anticipate.
On the other hand, if I know how the line will be delivered ahead of time, then I can better choose how I want to sound and my words as well as the reaction both match my intent.
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TheHeroOfFerelden
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Morrigan's Husband
*Searching for the Cure*
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights
Origin: AntXMorFE
Posts: 835 Likes: 2,976
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Post by TheHeroOfFerelden on Nov 19, 2017 20:42:55 GMT
Honestly, I dislike the emotion based options. I'd prefer if they were just options and not have them under any "tag". I'd prefer if it was more like DAO where they were all mixed together and you choose what you feel like your character should say/do in that moment and not think, "oh this is the obvious aggressive option, I'm going for this one since I'm playing an aggressive character". Something like Telltale's choices would be great too, which are usually 3 plus a silent option (which is a valid answer and characters usually react to it), but those 3 aren't the obvious diplomatic, sarcastic, aggressive answers, they are just answers that fit that particular moment. Another thing I'd like to see come back and that could add a lot to dialogue and to our character's personality is persuasion/intimidation, but I have a feeling we won't see this again unfortunately. As a fan of DA:O's dialogue system myself ,i agree. Same goes for the persuasion/intimidation part.I really enjoyed maxing coercion,and generally enjoy a similar trait in any game. It feels more realistic being able to diffuse certain,mostly hostile,situations with just your voice!Trully reinforces the "words are sharper than swords"notion
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melbella
N7
Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
Prime Posts: 2186
Prime Likes: 5778
Posts: 8,486 Likes: 26,475
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Post by melbella on Nov 19, 2017 20:48:56 GMT
I do like the skill checks for dialogue options, though that would first require the return of skills. I don't see that happening, though I guess the perk options in DAI kind of replace them.
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Post by The Biotic Trebuchet on Nov 19, 2017 20:55:39 GMT
Bring back the DA2 system! i want my sarcastic PC! #PraiseTheSassy #WeAreHawke #WheresMyMurderKnife
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linksocarina
N5
Always teacher, sometimes writer
Teaching Mode Activated
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
PSN: LinksOcarina
Posts: 3,186 Likes: 4,072
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Post by linksocarina on Nov 19, 2017 21:47:03 GMT
How can we vote about a new system without having any idea what it is? Not really. At the same time I don't see a reason why it should be changed anyway. Although I hope they bring back Friendship/Rivalry. Such a damn good mechanic.
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Post by themikefest on Nov 19, 2017 21:57:34 GMT
I like the system from DA2.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by pinkjellybeans on Nov 19, 2017 22:46:23 GMT
Honestly, I dislike the emotion based options. I'd prefer if they were just options and not have them under any "tag". I'd prefer if it was more like DAO where they were all mixed together and you choose what you feel like your character should say/do in that moment and not think, "oh this is the obvious aggressive option, I'm going for this one since I'm playing an aggressive character". Something like Telltale's choices would be great too, which are usually 3 plus a silent option (which is a valid answer and characters usually react to it), but those 3 aren't the obvious diplomatic, sarcastic, aggressive answers, they are just answers that fit that particular moment. Another thing I'd like to see come back and that could add a lot to dialogue and to our character's personality is persuasion/intimidation, but I have a feeling we won't see this again unfortunately.
The problem with them not being labeled, however, is that I (the player) may read an option and hear it one way in my head, but then I pick it and it is delivered and/or received in a completely different manner. I had this happen a lot in DAO. For example - I pick a line I believe to be, or intend to be, sarcastic/ironic but the person hearing it takes it as though I am serious and reacts in a way I can't anticipate.
On the other hand, if I know how the line will be delivered ahead of time, then I can better choose how I want to sound and my words as well as the reaction both match my intent.
This is why I think they NEED to implement an option that you can turn on/off which let's you see the full and exact answer by hovering it with your mouse. Maybe they can add the tone before it, like [sarcastic], but I think just being able to read the exact reply would help a lot, at least for me, since I never had a problem with it in DAO. The fact that NPCs might take it in a different way doesn't exactly mean that the tone wasn't meant to be sarcastic, since many people genuinely get offended by it or just don't understand sarcasm. However, Telltale's way of doing dialogue isn't exactly perfect either because they also suffer from replies that aren't exactly the same as described or that have the exact opposite effect that players wanted. This is the most famous one, but I honestly don't know if it was Telltale screwing with players or if it was an actual accident, but almost everyone fell for it. And a more recent one, which I also fell for it. But anyway, no dialogue system will ever be perfect, I think.
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Post by alanc9 on Nov 19, 2017 22:57:09 GMT
My understanding is that seeing full text failed during DA2 playtesting. Players felt they had to turn it on, but turning it on made the experience worse.
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