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Post by Nightscrawl on Nov 19, 2017 23:03:47 GMT
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. I addressed this in my post earlier in the thread. What alanc9 says below is correct. They said they tested it and found that it didn't work. They don't want to show players the full line. They like the paraphrase system. I would prefer the full line as well, but it's not likely to happen. 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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Post by Deleted on Nov 19, 2017 23:05:28 GMT
I don't mind their dialogue system, old or new, voiced or unvoiced, so I did not vote.
I mean, they can go back to what they were initially trying when the user typed their response and the system tried to decode it....
I am not a big fan of what I have seen in a couple of recent games, when the dialogue response is transcribed as non-dialogue, but more what you intend to do, like "Compliment her skills". I prefer some sort of a semblance to a dialogue in the dialogue response choices.
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Post by Nightscrawl on Nov 19, 2017 23:09:47 GMT
I mean, they can go back to what they were initially trying when the user typed their response and the system tried to decode it.... You could type things? In which game? I've only played NWN and all of the Dragon Age games. NWN had a chat interface, but that was for MP/co-op. I sometimes used it for RP purposes, but there was no reactivity from the world that I was typing. At any rate, this doesn't seem doable with a voiced protagonist and also for console players who aren't going to be using keyboards. Or, well, they can use them, but don't expect to. I am not a big fan of what I have seen in a couple of recent games, when the dialogue response is transcribed as non-dialogue, but more what you intend to do, like "Compliment her skills". I prefer some sort of a semblance to a dialogue in the dialogue response choices. I don't like this, either, but I will say that it gives clear intent for the player, whereas that might be more difficult to discern with a paraphrase response.
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Post by Deleted on Nov 19, 2017 23:19:56 GMT
I mean, they can go back to what they were initially trying when the user typed their response and the system tried to decode it.... You could type things? In which game? I've only played NWN and all of the Dragon Age games. NWN had a chat interface, but that was for MP/co-op. I sometimes used it for RP purposes, but there was no reactivity from the world that I was typing. This was something they had to abandon when developing BG1. Basically, the idea was that the player would type and the NPCs would recognize the key words. But back at the time, the technology was not there, so in the words of the studio -and that was million years back, so you will just have to believe me I read it all those years ago - it resulted in endless, frustrating responce of "I do not understand thee" from the NPC. That was also for a game that did not have any complex dialogue sequences, just to do the quests and scenery interactions. Another interesting thing that existed in BG1 (they did implement it) was that if you charmed a character, it told you a secret about themselves Which reminds me of Tyranny that gave you more insights like that... Another thing about Tyranny's dialogues that I LOVED was the use of references in the text where you could scroll over a name or event, and it opened up a quick summary w/o exiting the dialogue.
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Post by Absafraginlootly on Nov 20, 2017 1:08:15 GMT
In DA2 I hated both the paraphrases which I frequently misunderstood and the personality system within their dialogue wheel. At no point should the game be choosing my characters tone for me. I'll select an aggressive or sarcastic tone when I want my character to display one. That system didn't even make sense, people react differently to different people/events/stimuli: Not this 'your mostly aggressive to/about acquaintances/strangers so we'll automate aggression into you choice dialogues with loved ones' malarkey. Leave my misanthrope who only likes Isabela and Bethany alone damn you. DAI was an improvement. Better quality parphrases; the removal of automated personality choices; and the inclusion of tone icons. Big fan of the tone icons, even DAO could have benefitted from them as the full line was mostly good enough but on rare occasion you could misjudge the intended tone. I'd still prefer full line choices, for role playing I want to be able to see my options and choose the one that best suits the way my character feels/would say - I cannot fully do that when I'm only surmising what the options are, particularily bad with the choice decisions which didn't have tone icons. You wouldn't necesarily need the full line for all options - most investigates would probably do just fine with a paraphrase. But big decisions, statements of opinions/feelings should have full lines. I know they say that it's less fun/boring to listen to the line again after reading it - but oh honey, my lads: with particurly delicate/uncertain decisions I would pick, reload, pick, reload, pick, reload - just so I could know what the options are and choose the correct one for my character. You can't convince me that just showing me the full line would be more tiresome than doing that - it would certainly be less time consuming. I want to roleplay, not just watch. But I don't expect them to back down on paraphrases - so on to an improvement that they might actually go with: A defect in the DAI dialogue system is that because the Choice options (as opppsed to the Investigate and Emotion options) only come in one version/tone - that tone must inevitably be stoic/neutral. This resulted in many people finding the inquisitor too bland/not emotional or distinct enough. So having multiple tone versions of a line like da2 would be good, but sans da2's automated behind the scene system. So I would suggest having multiple readings of the same line in different tones, or different versions of the line with the same basic meaning/result, for each Choice option (which: on a case by case basis). Similar too how you had multiple tone versions for the disband/reform choice at the end of trespasser but instead of filling up the circle you select the choice and then get taken to a sub menu for tone choice (much as how you select investigate and then get taken to an investigate submenu). Stoic/neutral would be the default option that's always there because it allows people to project whatever emotion they want onto the PC's state of mind and the game can't have every possiblilty. Then you would have other Tone Icons there aswell, which ones depending on the situation. Typically there would be 2 more (for a total of three) but there may be as many as 3 more or only one depending. Some situations might just have the stoic option if the line is to short/simple to have different versions. Example: Instead of just having 'Accept Quest' and 'Decline Quest' you'd have.. Quest: Save my chickens!! - Accept Quest
- Stoically accept
- Humourasly accept
- Confusedly accept
- Decline Quest
- Stoically refuse
- Regretfully Refuse
- Refuse like a dickbag
Silly example but the point is that aside from just accepting or declining you also get to display your character's personality. Even DAO often had multiple ways of accepting/declining/reacting to a quest. If applied to all choice options it could be greatly beneficial - and we know their willing to write multiple tone versions of choice lines because they did so in da2.
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melbella
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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
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Post by melbella on Nov 20, 2017 1:21:33 GMT
"Confusedly accept" would be perfect for Lord Woolsley.
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Post by Andraste_Reborn on Nov 20, 2017 1:58:45 GMT
I think that the DAI dialogue wheel was the best it's been in any BioWare game I've played (haven't played MEA yet, so I don't have an opinion on that) and that they should focus on refining and improving it further in DA4 rather than - if you'll pardon the expression - re-inventing the wheel.
I mean, I'd love a toggle that let you see the full line, but as Nightscrawl noted they tried that in DA2 playtesting and people hated it.
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Post by thats1evildude on Nov 20, 2017 3:21:22 GMT
I also think the DAI dialogue wheel worked pretty well. I’d be in favour of keeping things as is.
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Post by Nightscrawl on Nov 20, 2017 3:26:59 GMT
I also think the DAI dialogue wheel worked pretty well. I’d be in favour of keeping things as is. It's my favorite of all three systems. Then again, I also like my Inquisitor's VA (Brit male) and don't think he was boring in the least, while I do think that the DA2 options were often various flavors of extreme. So, if they did dialogue the exact same way as DAI, I'd be pretty pleased. I'd prefer seeing a full line, but I know that won't happen. Paraphrases aren't perfect, but they did try to improve things from DA2.
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Post by river82 on Nov 20, 2017 4:53:15 GMT
This was something they had to abandon when developing BG1. Basically, the idea was that the player would type and the NPCs would recognize the key words. But back at the time, the technology was not there, so in the words of the studio -and that was million years back, so you will just have to believe me I read it all those years ago - it resulted in endless, frustrating responce of "I do not understand thee" from the NPC. That was also for a game that did not have any complex dialogue sequences, just to do the quests and scenery interactions. A text parser in BG1? Yeah ... that sounds horrible. Bleagh! Thank you Bioware for never doing that xD
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House Targaryen
N5
The night is dark and full of terrors, but the fire burns them all away.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: gscott7833
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The night is dark and full of terrors, but the fire burns them all away.
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Post by House Targaryen on Nov 20, 2017 6:57:09 GMT
If it ain't broke, don't fix it. DAI dialogue system was good.
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Post by Deleted on Nov 20, 2017 11:09:15 GMT
I also think the DAI dialogue wheel worked pretty well. I’d be in favour of keeping things as is. It's my favorite of all three systems. Then again, I also like my Inquisitor's VA (Brit male) and don't think he was boring in the least, while I do think that the DA2 options were often various flavors of extreme. So, if they did dialogue the exact same way as DAI, I'd be pretty pleased. I'd prefer seeing a full line, but I know that won't happen. Paraphrases aren't perfect, but they did try to improve things from DA2. I do much prefer DA2. For me Inquisitor was way too boring text wise. The voice was fine, both male and female (I used American). But I did like it that both Hawke & Ryder had an ability to be more emotional. To me Hawke represented a good compromise between the min/maxing the Good/Evil system and Go Beige of Inquisition.
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Post by pinkjellybeans on Nov 20, 2017 12:54:01 GMT
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. I addressed this in my post earlier in the thread. What alanc9 says below is correct. They said they tested it and found that it didn't work. They don't want to show players the full line. They like the paraphrase system. I would prefer the full line as well, but it's not likely to happen. 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. Oh, they did? I didn't know about that. It sucks when their reasoning is basically "we don't want to give you this" instead of "we'll give you the choice to do this if you want". I hate it when video games do that, it limits the players to play how they want. I think there is a mod for Fallout 4 that actually replaces the dialogue choices with the full lines. I remember having it and it was incredibly useful so I don't see why Bioware thought "it didn't work" for DA2. If people think it ruins their experience then just turn it off, it's not that hard honestly. :\ But oh well...
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Post by blighted on Nov 20, 2017 14:50:42 GMT
I haven't been particularly bothered by the dialogue systems since Origins. And even then, my biggest issues with Origins was that 1) you couldn't always tell what was meant as a question and what was meant to progress or end the conversation, and 2) you couldn't always tell when your choices were going to be taken as flirty, often resulting in "ninjamancing". But, they did away with this in DA2 and DAI by putting questions on the lefthand side and by giving the flirty options an icon indicating it to be as such. Problem solved, and visually looks nicer too. If they continue letting us at least choose between blatantly diplomatic, humorous and aggressive replies, then I have no real complaints and would welcome any additions they'd want to add to that. I would have also liked for the perk dialogue choices to be taken a little further as I felt that it was a nice system, and could definitely be expanded upon to create a very tailored protagonist for the player.
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Post by wright1978 on Nov 20, 2017 15:25:56 GMT
Only problems i've had with the dialogue wheel were the removal of neutral choices in ME3 & the feeling in DAI of a lack of proper range to characterisation. I liked that in DA2 you could be clearly funny or aggressive or diplomatic in your choices, whereas the Inquisition options sort of lacked that clarity.
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Post by phoray on Nov 20, 2017 17:24:36 GMT
Refuse like a dickbag oh maker, so funny. "Your chickens are missing? I ATE THEM you stupid prick!"
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Post by nvanfleet on Nov 20, 2017 17:28:01 GMT
In DA2 I hated both the paraphrases which I frequently misunderstood and the personality system within their dialogue wheel. At no point should the game be choosing my characters tone for me. I'll select an aggressive or sarcastic tone when I want my character to display one. That system didn't even make sense, people react differently to different people/events/stimuli: Not this 'your mostly aggressive to/about acquaintances/strangers so we'll automate aggression into you choice dialogues with loved ones' malarkey. Leave my misanthrope who only likes Isabela and Bethany alone damn you. DAI was an improvement. Better quality parphrases; the removal of automated personality choices; and the inclusion of tone icons. Big fan of the tone icons, even DAO could have benefitted from them as the full line was mostly good enough but on rare occasion you could misjudge the intended tone. I'd still prefer full line choices, for role playing I want to be able to see my options and choose the one that best suits the way my character feels/would say - I cannot fully do that when I'm only surmising what the options are, particularily bad with the choice decisions which didn't have tone icons. You wouldn't necesarily need the full line for all options - most investigates would probably do just fine with a paraphrase. But big decisions, statements of opinions/feelings should have full lines. I know they say that it's less fun/boring to listen to the line again after reading it - but oh honey, my lads: with particurly delicate/uncertain decisions I would pick, reload, pick, reload, pick, reload - just so I could know what the options are and choose the correct one for my character. You can't convince me that just showing me the full line would be more tiresome than doing that - it would certainly be less time consuming. I want to roleplay, not just watch. But I don't expect them to back down on paraphrases - so on to an improvement that they might actually go with: A defect in the DAI dialogue system is that because the Choice options (as opppsed to the Investigate and Emotion options) only come in one version/tone - that tone must inevitably be stoic/neutral. This resulted in many people finding the inquisitor too bland/not emotional or distinct enough. So having multiple tone versions of a line like da2 would be good, but sans da2's automated behind the scene system. So I would suggest having multiple readings of the same line in different tones, or different versions of the line with the same basic meaning/result, for each Choice option (which: on a case by case basis). Similar too how you had multiple tone versions for the disband/reform choice at the end of trespasser but instead of filling up the circle you select the choice and then get taken to a sub menu for tone choice (much as how you select investigate and then get taken to an investigate submenu). Stoic/neutral would be the default option that's always there because it allows people to project whatever emotion they want onto the PC's state of mind and the game can't have every possiblilty. Then you would have other Tone Icons there aswell, which ones depending on the situation. Typically there would be 2 more (for a total of three) but there may be as many as 3 more or only one depending. Some situations might just have the stoic option if the line is to short/simple to have different versions. Example: Instead of just having 'Accept Quest' and 'Decline Quest' you'd have.. Quest: Save my chickens!! - Accept Quest
- Stoically accept
- Humourasly accept
- Confusedly accept
- Decline Quest
- Stoically refuse
- Regretfully Refuse
- Refuse like a dickbag
Silly example but the point is that aside from just accepting or declining you also get to display your character's personality. Even DAO often had multiple ways of accepting/declining/reacting to a quest. If applied to all choice options it could be greatly beneficial - and we know their willing to write multiple tone versions of choice lines because they did so in da2. Needs an 'Accept Like a Dickbag' too; "WHAT? UGH, I *guess*, since it's ON THE WAY." "What's the matter, are your legs broken? *Fine*" Etc. I'd be all over sulky teenage stompy responses. XD
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Post by phoray on Nov 20, 2017 17:30:06 GMT
Example: Instead of just having 'Accept Quest' and 'Decline Quest' you'd have.. Quest: Save my chickens!! - Accept Quest
- Stoically accept
- Humourasly accept
- Confusedly accept
- Decline Quest
- Stoically refuse
- Regretfully Refuse
- Refuse like a dickbag
Silly example but the point is that aside from just accepting or declining you also get to display your character's personality. Even DAO often had multiple ways of accepting/declining/reacting to a quest. If applied to all choice options it could be greatly beneficial - and we know their willing to write multiple tone versions of choice lines because they did so in da2. Needs an 'Accept Like a Dickbag' too; "WHAT? UGH, I *guess*, since it's ON THE WAY." "What's the matter, are your legs broken? *Fine*" Etc. I'd be all over sulky teenage stompy responses. XD I think the closest we got is some of Hawke's sarcastic responses. Inquisitor had one too, in Cole's quest. "Guess we're saving the day. AGAIN."
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Post by PapaCharlie9 on Nov 20, 2017 19:42:06 GMT
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. Well, if it actually were RP, I'd agree with you. But since Bioware RPGs are closer to modestly interactive experiences (a "main" story, with a few player-selected variations in the plot), policing dialogue choices makes for more consistent PC character development, from the writer's point of view. In other words, Bioware's dialogue system has never been about player agency. It's about telling the best possible interactive story. True RP would require PC improv. No video game that I know of has come close to that. Well, I suppose the Vent channel of an FPS or MMO comes close.
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Post by alanc9 on Nov 20, 2017 20:47:44 GMT
In DA2 I hated both the paraphrases which I frequently misunderstood and the personality system within their dialogue wheel. At no point should the game be choosing my characters tone for me. I'll select an aggressive or sarcastic tone when I want my character to display one. I'm not quite following this. That's exactly why DA2 has the tone icons -- so that you can know the tone your PC is going to use. I guess you're referring to automatic dialogue, but by definition that's something that you're never going to control with any dialogue system whatsoever. Sometimes we just have to accept that our personal tastes don't work for the mass of players. If I had my way all CRPGs would have real timers on the main quests; Saren finds the Conduit on day 75, and if you don't beat him he opens the Citadel Relay and it's over. But I lost that fight around when they nerfed the Fallout 1 timer
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Post by alanc9 on Nov 20, 2017 20:53:43 GMT
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. Well, if it actually were RP, I'd agree with you. But since Bioware RPGs are closer to modestly interactive experiences (a "main" story, with a few player-selected variations in the plot), policing dialogue choices makes for more consistent PC character development, from the writer's point of view. In other words, Bioware's dialogue system has never been about player agency. It's about telling the best possible interactive story. True RP would require PC improv. No video game that I know of has come close to that. Well, I suppose the Vent channel of an FPS or MMO comes close. Why is the writer's POV of interest to me? Put another way, there are two possible situations when possibly-restricted lines come up. Either the intended character development has worked, and I\'m going to pick from the lines I would have been permitted anyway. Or the character development has failed -- I'm not seeing the character the way the writer intended me to -- and I don't want to use the approved lines. The restriction doesn't do anything useful; it's either superfluous or harmful.
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Post by Nightscrawl on Nov 20, 2017 21:10:03 GMT
Well, if it actually were RP, I'd agree with you. But since Bioware RPGs are closer to modestly interactive experiences (a "main" story, with a few player-selected variations in the plot), policing dialogue choices makes for more consistent PC character development, from the writer's point of view. In other words, Bioware's dialogue system has never been about player agency. It's about telling the best possible interactive story. True RP would require PC improv. No video game that I know of has come close to that. Well, I suppose the Vent channel of an FPS or MMO comes close. I don't quite agree that there isn't roleplay; you can roleplay within the given limitations provided by the writers. Choosing among a set of options is still roleplay because you are (ideally) making that choice based on your character's history, personality, knowledge, experience, etc, and that will be different from character to character. But this is also why I prefer to have a blank slate, rather than origins, because I feel that I can craft my character the way I want to, his lived experience, without being force-fed a certain life or family members. I felt more able to roleplay my Inquisitor than my Warden or Hawke, and it was precisely because of that fact. I played a Trevelyan warrior who did not become a templar, but I know others who do have that as part of their character's history; heck I know of someone who had their Trev non-mage join the Chantry as a sort of Genitivi-Indiana Jones hybrid, delving into ruins in search of lost lore. The spare background blurb we are given allows for that, whereas a more specific one in DAO or DA2 does not. But the fact is that no cRPG, not DAO with its silent protagonist and list of dialogue options, nor Neverwinter Nights based around DND (also with a silent protagonist) can give a full roleplay experience because all of the dialogue is pre-written. There were numerous times in both DAO and NWN when I was not satisfied with any of the dialogue options present. That is the limitation we have to live with for any computer game. If someone wants to be able to say whatever their character would say, emote how they would emote, then they can go play a PnP RPG.
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Post by Absafraginlootly on Nov 21, 2017 0:40:41 GMT
In DA2 I hated both the paraphrases which I frequently misunderstood and the personality system within their dialogue wheel. At no point should the game be choosing my characters tone for me. I'll select an aggressive or sarcastic tone when I want my character to display one. I'm not quite following this. That's exactly why DA2 has the tone icons -- so that you can know the tone your PC is going to use. I guess you're referring to automatic dialogue, but by definition that's something that you're never going to control with any dialogue system whatsoever. I wasn't referring to autodialogue though that annoys me too. I tried finding a source from the time that might better explain what I meant, but my googling skills failed me and instead of an official source there's mostly reviews that don't fully explain it and forum posts - even the DAwiki lacks sources for its info on the da2 dialogue wheel. But if the wikis info is complete then it looks like I may have misunderstood how part of the personality system works. The way I thought it worked was that in addidtion to affecting autodialague like combat shouts, exploration comment and greetings, your dominent tone also affected how your character said Choice dialogue options (options represented by 3-arrows not by the tone indicators). The biggest reason for me thinking that being that when playing my Hawke who chooses mostly aggressive Tone options, she spoke some Choice options in an aggressive fashion. So either - I'm right about the set personality affecting Choice options but my googlefoo has failed me
- Those particular Choice options were written/performed only as aggressive and various Choice options in the game were written in tones irrespective of the set personality.
If the later then I still hate it because it inflicts a tone on a dialogue with no tone indicator as warning and no choice, and I'm glad that DAI got rid of it for it's Choice options. A more neutral tone which allows me to decide what emotion is going on inside my characters head is better than being forced into another.
Also if the later then my suggestion for improving the dialogue wheel at the end of my previous post is alot less likely to happen then if it is the former and they've actually written multiple Tones for Choices before. I still think that being able to choose from a few Tones for each Choice would be a fantastic development.
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Post by melbella on Nov 21, 2017 1:38:48 GMT
Sometimes we just have to accept that our personal tastes don't work for the mass of players. If I had my way all CRPGs would have real timers on the main quests; Saren finds the Conduit on day 75, and if you don't beat him he opens the Citadel Relay and it's over. But I lost that fight around when they nerfed the Fallout 1 timer Star Control 2 had a timer and I hated it. I wanted to explore the quadrant but I couldn't because I had a deadline I couldn't miss or it was game over. That isn't fun to me. I'd rather the main story be put on hold indefinitely so I can do everything I want to in the game at my own pace.
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Post by alanc9 on Nov 21, 2017 1:39:45 GMT
I'd like to see an example; offhand I can't think of when that happened.
It seems unlikely that case A could be true. That's a lot of VA work, and it would be hidden from the player.
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