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Post by Gilli on Aug 20, 2018 14:15:52 GMT
(There is an achievement for looking into every mirror in the game and making sure your mustache looks good ) There's also one for picking the rude option every time . I know, I missing "The Big Donkey"
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Post by arvaarad on Aug 20, 2018 14:17:33 GMT
Honestly, I suppose I suppose the problem is I just don't fully trust any game without tone icons anymore. Games without tone icons tend to fall into two camps for me. A. Vague dialogue systems where there are no rules and you have to just pray that what is on the screen actually matches what you intend to say from a roleplaying perspetive. (Origins, Skyrim, Witcher 3) or B. morality based dialgoue systems which while nice and do have their place ultimatley fall apart because that point you aren't really role-playing just making decisions. Which is why Paragon and Renegade didn't work out too well when Shepard had to deal with regular every day conversations. (MET, Witcher 3) To be fair, I think morality systems would feel a lot more nuanced if they granted benefits for targeting a zone in the middle of the bar rather than the ends. Obviously that doesn’t map to a good/evil scale very well, so it would have to be something more like flexibility/assertiveness or loyalty/independence. For example, imagine if DA2’s friendship/rivalry system had worked the opposite way. If you really wanted to build a deep bond with a companion, you would sometimes support them and sometimes challenge them. Too much support, and you’re a creepy yes-man; too many challenges, and they stop listening to your opinion. That would still leave open the option of going hard for one extreme, but it becomes a conscious roleplaying choice that’s made in spite of the mechanical penalty. However, for the players who want the mechanical benefit, there are now more varied ways for that to play out. For simplicity, let’s say there are 4 decision points: A/a, B/b, C/c, and D/d. In an all-or-nothing system, people will generally pick ABCD or abcd, with only small deviations from their dominant aligment. Those are the only permutations that grant a bonus. Now imagine that they get a reward for balancing the meter 2/4. There are now 6 target permutations: ABcd, AbCd, AbcD, aBCd, aBcD, abCD. A 3/4 balance would have even more target permutations: Abcd, aBcd, abCd, abcD, aBCD, AbCD, ABcD, ABCd; eight in total. So rather than encouraging people to take one of two largely determined paths, a balance meter encourages players to explore PCs with many different value systems. And despite being “easier” in the sense that more permutations grant rewards, balance meters are usually perceived as more challenging,* because none of the many paths to the bonus involve blindly choosing Paragon. --- * See for example Long Live the Queen, affectionately referred to as “the Dark Souls of visual novels”, which works off of opposing mood meters. Go too far into any specific mood, and you’re pretty much guaranteed to get screwed over. So you can’t just keep repeating the same behavior and expect to survive.
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Post by Sylvius the Mad on Aug 20, 2018 19:29:49 GMT
People have been telling me this for years, and I have never understood it. I still don't. In order for what you say to be true, we would need to be able to know why an NPC delivered a line the way she did, and based on that know how she interpreted what we said before that, and based on that know how we must have said that line in order to induce that interpretation. The level of mind-reading required for that to make any sense strains credulity. No, it doesn't. It just requires that you be able to partake in standard human interactions and interpret those interactions. I'll give an example of the way it works in DAO, since you're lauding the silent protagonist. When you're entering Redcliffe for the first time, you get some dialogue about Alistair being a bastard and all that. One of the dialogue options is, "So... you're not just a bastard, but a royal bastard?" To me, that is a jerky thing to say, so I don't say it. But if you take that option, Alistair finds it amusing. He has a positive response and you get approval. Regardless of whether you meant it to be a cutting jibe, or merely harmless snark, Alistair is amused and takes no offense; you can tell by his response. You don't need to know why he responded that way, just be able to read his response as you would any human interaction. But his reaction does not undermine my understanding of what I meant when I said it. It not inconceivable that he could misunderstand the remark. That's why I think it works. I can have my character deliver each line however I see fit, and then the NPC response takes on a different flavour depending what that delivery was.
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Post by Sylvius the Mad on Aug 20, 2018 19:57:02 GMT
You're surprised that a Paragon Shepard was at philosophical odds/ slightly antagonistic to TIM? Everything in the first game taught me that Paragon Shepard was polite and Renegade Shepard was abrupt. I wanted polite. It had the choice icon, if I recall correctly. It was a branching option. "No" had the attack icon. There was nothing to that point that indicated Hawke had to hate slavers. That he did was a complete surprise to me. So far, the tone icons are giving us less information, not more. Also, while I agree that having more information is good, all else being equal, all else isn't equal. Once the writers expect us to have that metagame information, they will write options assuming we will use it. DAO had this problem with cutscenes; the game assumed the Warden knew what happened in cutscenes even if the Warden was not present for those events (Loghain's betrayal, Zevran's recruitment). As such, I think the game would offer better roleplaying if that information wasn't available, because then the writers wouldn't assume we would use it. I don't care if the characters are voiced. I care if I have perfect knowledge of my character's mind, and so far the voiced games have failed to give me that entirely because of how the voice was implemented (DAI and MEA were the vest voiced games in the regard, so perhaps BioWare is getting better). I found the MET and DA2 were awful at this (especially ME2 and ME3 with that abomination that was the interrupt system). I still don't understand any of the complaints about DAO's silent protagonist. It's like we're speaking different languages. Bioware's silent protagonist games modeled real-world conversations just about perfectly. We should have that information during character creation, yes. Why don't we? If we can't have it, it makes sense to give the player more control during the run of gameplay. The silent protagonist did that.
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Post by colfoley on Aug 20, 2018 20:59:35 GMT
Honestly, I suppose I suppose the problem is I just don't fully trust any game without tone icons anymore. Games without tone icons tend to fall into two camps for me. A. Vague dialogue systems where there are no rules and you have to just pray that what is on the screen actually matches what you intend to say from a roleplaying perspetive. (Origins, Skyrim, Witcher 3) or B. morality based dialgoue systems which while nice and do have their place ultimatley fall apart because that point you aren't really role-playing just making decisions. Which is why Paragon and Renegade didn't work out too well when Shepard had to deal with regular every day conversations. (MET, Witcher 3) To be fair, I think morality systems would feel a lot more nuanced if they granted benefits for targeting a zone in the middle of the bar rather than the ends. Obviously that doesn’t map to a good/evil scale very well, so it would have to be something more like flexibility/assertiveness or loyalty/independence. For example, imagine if DA2’s friendship/rivalry system had worked the opposite way. If you really wanted to build a deep bond with a companion, you would sometimes support them and sometimes challenge them. Too much support, and you’re a creepy yes-man; too many challenges, and they stop listening to your opinion. That would still leave open the option of going hard for one extreme, but it becomes a conscious roleplaying choice that’s made in spite of the mechanical penalty. However, for the players who want the mechanical benefit, there are now more varied ways for that to play out. For simplicity, let’s say there are 4 decision points: A/a, B/b, C/c, and D/d. In an all-or-nothing system, people will generally pick ABCD or abcd, with only small deviations from their dominant aligment. Those are the only permutations that grant a bonus. Now imagine that they get a reward for balancing the meter 2/4. There are now 6 target permutations: ABcd, AbCd, AbcD, aBCd, aBcD, abCD. A 3/4 balance would have even more target permutations: Abcd, aBcd, abCd, abcD, aBCD, AbCD, ABcD, ABCd; eight in total. So rather than encouraging people to take one of two largely determined paths, a balance meter encourages players to explore PCs with many different value systems. And despite being “easier” in the sense that more permutations grant rewards, balance meters are usually perceived as more challenging,* because none of the many paths to the bonus involve blindly choosing Paragon. --- * See for example Long Live the Queen, affectionately referred to as “the Dark Souls of visual novels”, which works off of opposing mood meters. Go too far into any specific mood, and you’re pretty much guaranteed to get screwed over. So you can’t just keep repeating the same behavior and expect to survive. I like it. My only real quibble is that I'm not sure that what you describe is a 'morality system' at this point. However, not sure it matters either since the main thing I like in my dialogue systems is when they are all about character. A. Building your own player character and B. effecting how your character relates with each other...like through a approval dissaproval system or I guess what you are describing. BUT yours is one possible solution without using tone icons. You're surprised that a Paragon Shepard was at philosophical odds/ slightly antagonistic to TIM? Everything in the first game taught me that Paragon Shepard was polite and Renegade Shepard was abrupt. I wanted polite. It had the choice icon, if I recall correctly. It was a branching option. "No" had the attack icon. There was nothing to that point that indicated Hawke had to hate slavers. That he did was a complete surprise to me. So far, the tone icons are giving us less information, not more. Also, while I agree that having more information is good, all else being equal, all else isn't equal. Once the writers expect us to have that metagame information, they will write options assuming we will use it. DAO had this problem with cutscenes; the game assumed the Warden knew what happened in cutscenes even if the Warden was not present for those events (Loghain's betrayal, Zevran's recruitment). As such, I think the game would offer better roleplaying if that information wasn't available, because then the writers wouldn't assume we would use it. I don't care if the characters are voiced. I care if I have perfect knowledge of my character's mind, and so far the voiced games have failed to give me that entirely because of how the voice was implemented (DAI and MEA were the vest voiced games in the regard, so perhaps BioWare is getting better). I found the MET and DA2 were awful at this (especially ME2 and ME3 with that abomination that was the interrupt system). I still don't understand any of the complaints about DAO's silent protagonist. It's like we're speaking different languages. Bioware's silent protagonist games modeled real-world conversations just about perfectly. We should have that information during character creation, yes. Why don't we? If we can't have it, it makes sense to give the player more control during the run of gameplay. The silent protagonist did that. Silent protagonists isn't good for my role playing or my immersion. I just can't get into them. Its like trying to role play when stuck in mud or with one eye blinded
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Post by Sylvius the Mad on Aug 20, 2018 22:13:16 GMT
Silent protagonists isn't good for my role playing or my immersion. I just can't get into them. Its like trying to role play when stuck in mud or with one eye blinded No one complained about that before they started voicing NPCs. Maybe that's the problem we should fix. Tabletop RPGs aren't voiced unless you do it yourself.
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Post by warden on Aug 20, 2018 22:18:48 GMT
Silent protagonists isn't good for my role playing or my immersion. I just can't get into them. Its like trying to role play when stuck in mud or with one eye blinded No one complained about that before they started voicing NPCs. Maybe that's the problem we should fix. Tabletop RPGs aren't voiced unless you do it yourself. Unfortunately in AAA games, tabletop RPGs, silent protagonists etc etc are a dying breed, and there is no longer room for them. The last tabletop RPG from BioWare was DAO in fact. Times change, not for the good always.
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Post by Sylvius the Mad on Aug 20, 2018 22:25:02 GMT
Unfortunately in AAA games, tabletop RPGs, silent protagonists etc etc are a dying breed, and there is no longer room for them. The last tabletop RPG from BioWare was DAO in fact. Times change, not for the good always. That's no reason to stop asking. If we do not object, observers will think we have accepted this change. We do not. "We must dissent." - Sister Miriam Godwinson
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Post by warden on Aug 20, 2018 22:29:41 GMT
Unfortunately in AAA games, tabletop RPGs, silent protagonists etc etc are a dying breed, and there is no longer room for them. The last tabletop RPG from BioWare was DAO in fact. Times change, not for the good always. That's no reason to stop asking. If we do not object, observers will think we have accepted this change. We do not. "We must dissent." - Sister Miriam Godwinson Hey, I never said not, in fact I wholeheartedly agree with your statement.
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Post by arvaarad on Aug 20, 2018 23:00:31 GMT
No one complained about that before they started voicing NPCs. Maybe that's the problem we should fix. Tabletop RPGs aren't voiced unless you do it yourself. Unfortunately in AAA games, tabletop RPGs, silent protagonists etc etc are a dying breed, and there is no longer room for them. The last tabletop RPG from BioWare was DAO in fact. Times change, not for the good always. Errrr... tabletop RPGs aren’t a dying breed. Tabletop has experienced a massive resurgence in the past couple years. Gen Con, the main tabletop gaming convention in the US, had over sixty thousand attendees in 2016, with more coming each year. That’s about one-third the size of SDCC, and roughly the same size as PAX. Roll20, which is the platform most people use when they want to play TTRPGs long-distance, has over 2 million users. D&D 5e is currently #59 on Amazon’s bestsellers list. Not just for games, but overall. And it came out in 2014.
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Post by midnight tea on Aug 20, 2018 23:36:52 GMT
Silent protagonists isn't good for my role playing or my immersion. I just can't get into them. Its like trying to role play when stuck in mud or with one eye blinded No one complained about that before they started voicing NPCs. Maybe that's the problem we should fix. Tabletop RPGs aren't voiced unless you do it yourself. That's like saying that nobody complained before we got computers... maybe some solutions work better for games that aren't tabletop RPGs?
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Post by fchopin on Aug 21, 2018 17:06:48 GMT
My preferred use of "TONE ICONS" is for no icons.
We are supposed to play our character so we should decide what and how we should speak and that is what developers should strive for.
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Post by midnight tea on Aug 21, 2018 17:56:23 GMT
My preferred use of "TONE ICONS" is for no icons. W e are supposed to play our character so we should decide what and how we should speak and that is what developers should strive for. Isn't this exactly what tone icons are for?
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Post by boxofscreaming on Aug 21, 2018 18:49:23 GMT
Silent protagonists isn't good for my role playing or my immersion. I just can't get into them. Its like trying to role play when stuck in mud or with one eye blinded No one complained about that before they started voicing NPCs. Maybe that's the problem we should fix. Tabletop RPGs aren't voiced unless you do it yourself. Each to his own, but for me, Dragon Age became a lot more interesting when they moved to a voiced protagonist. I think there's a lot of nostalgia for how great the dialogue was in RPGs back in the day, but that's not really how I remember it.
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Post by arvaarad on Aug 21, 2018 20:20:25 GMT
No one complained about that before they started voicing NPCs. Maybe that's the problem we should fix. Tabletop RPGs aren't voiced unless you do it yourself. Each to his own, but for me, Dragon Age became a lot more interesting when they moved to a voiced protagonist. I think there's a lot of nostalgia for how great the dialogue was in RPGs back in the day, but that's not really how I remember it. It’s not necessarily nostalgia. I’m equally ok with voiced vs. silent, but a lot depends on how the player wants to view the character. Part of the reason I don’t mind voiced characters is because I conceptualize the PC as part of the writers’ worldbuilding, rather than a character who’s emanating from me. Therefore, I don’t mind if there’s a little bit of railroading with respect to how their personality develops, because in my mind that’s another way for the writers to say something about the world and culture they inhabit. Even in tabletop games, I give the GM blank checks to fill in large aspects of my character’s background, so they have access to story hooks when they need them. However, that’s not everyone’s preferred playstyle. I think a decent chunk of people want someone who speaks for them. Now, this is distinct from “playing yourself”. That character may not have a similar personality to them in real life, but it’s important to them that the PC lives out a very particular archetype. In that case, it’s very unlikely that a voiced PC will hit exactly the tone that the player wants to create. I assume it works similar to hair. I care diddly squat about hair options, but for some people it really improves their enjoyment if they can create a specific look.
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Post by LadyofNemesis on Aug 21, 2018 20:31:28 GMT
I actually like the tone icons, makes it easier to pick a suitable reaction for a given situation especially if some of the dialogue options are a bit vague, which isn't may times mind you I also just find them pretty, they add color in several of my DA 2 playthroughs playing as a female character I always end up accidentally starting Anders' romance by being nice to him I can't help it if he falls for her charms that easily, though in my canon playthrough my Hawke romances Fenris...so at some point I have to let Anders down and seeing as there were no nice ways of saying 'sorry Anders I was was just trying to be nice/considerate to you, I don't like you in that way', I had to let him down the hard way
I do sometimes miss the Paragon and Renegade interrupts from the Mass Effect series though some of them added some amazing or hilarious scenes, and imo some of the scenes in DA 2 and Inquisition could've used them
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Post by fchopin on Aug 21, 2018 21:27:38 GMT
My preferred use of "TONE ICONS" is for no icons. W e are supposed to play our character so we should decide what and how we should speak and that is what developers should strive for. Isn't this exactly what tone icons are for? No, Bioware icons do the opposite, they try to let you know what the text is supposed to be as it is not made clear from the text included. What they should do is include clearly in the text so there is no confusion and include more options instead of wasting development time with icons trying to explain the meaning of the text.
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wright1978
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Post by wright1978 on Aug 21, 2018 21:52:11 GMT
Probably leaning on the side of support of tones because they do give more info about intent of line.
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Twitter Guru
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Post by midnight tea on Aug 21, 2018 21:55:29 GMT
Isn't this exactly what tone icons are for? No, Bioware icons do the opposite, they try to let you know what the text is supposed to be as it is not made clear from the text included. What they should do is include clearly in the text so there is no confusion and include more options instead of wasting development time with icons trying to explain the meaning of the text. How exactly do you include tone in the text? The same line can have completely different tones if it's spoken differently - one being serious while other being sarcastic, for example. There's a reason why we use emotes and other visual aids so much these days, in our heavily text-based modern communication. The icons are literally the most elegant, intuitive way of quickly indicating the tone of text - the other I can think of on short notice includes either literally explaining the tone in brackets, or making the tone of the line so distinct between one another it may actually become cartoonish. Like... either way, they'd have to 'waste their time' trying to explain the meaning of the text, so I don't get the complaint? Nevermind that you want them to waste even more time on more options, which would take WAYYY more time and resources (to write, voice, design, animate and branch) than tone icons. Plus, we do know that these games have a word budget.
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Post by colfoley on Aug 22, 2018 3:56:04 GMT
No, Bioware icons do the opposite, they try to let you know what the text is supposed to be as it is not made clear from the text included. What they should do is include clearly in the text so there is no confusion and include more options instead of wasting development time with icons trying to explain the meaning of the text. How exactly do you include tone in the text? The same line can have completely different tones if it's spoken differently - one being serious while other being sarcastic, for example. There's a reason why we use emotes and other visual aids so much these days, in our heavily text-based modern communication. The icons are literally the most elegant, intuitive way of quickly indicating the tone of text - the other I can think of on short notice includes either literally explaining the tone in brackets, or making the tone of the line so distinct between one another it may actually become cartoonish. Like... either way, they'd have to 'waste their time' trying to explain the meaning of the text, so I don't get the complaint? Nevermind that you want them to waste even more time on more options, which would take WAYYY more time and resources (to write, voice, design, animate and branch) than tone icons. Plus, we do know that these games have a word budget. Fallout 4 had 'sarcastic' as an option.
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Post by phoray on Aug 22, 2018 4:10:55 GMT
And yet you get the misunderstanding scene with Cassandra. You get a "oops, sorry, I'm not a lesbian" scene. Dorian gets a line during one scene as well, same for Sera. That it? Those are mostly rejection commentary, we're talking about "shit, you thought we were IN a relationship?" Misunderstanding and actual "you are fuckin around on me" dialogue
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Post by BearKingReborn on Aug 22, 2018 4:13:18 GMT
I'm not going to change the poll (because you can't - I'd have to make a new one and get everyone to vote again), but; have I missed/left out a really, really obvious option? I was expecting the "just like DAI" option to be ahead, but honestly - not by this amount...
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TabithaTH
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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May 14, 2024 19:47:15 GMT
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Jul 22, 2018 12:32:26 GMT
July 2018
teatabitha
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by TabithaTH on Aug 22, 2018 8:56:09 GMT
I'm not going to change the poll (because you can't - I'd have to make a new one and get everyone to vote again), but; have I missed/left out a really, really obvious option? I was expecting the "just like DAI" option to be ahead, but honestly - not by this amount... It might be because there's no "in between" options. For instance, I usually didn't care about the emote tone I choose, but I did care about whether is was a heart icon or a race/knowledge icon, because I new they'd give me content I was interested in. So DAI icons is closest to what I would choose, since race/romance isn't an option on it's own. At least that's what I think might be the case .
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Sylvius the Mad
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Sylvius the Mad on Aug 22, 2018 19:24:03 GMT
Each to his own, but for me, Dragon Age became a lot more interesting when they moved to a voiced protagonist. I think there's a lot of nostalgia for how great the dialogue was in RPGs back in the day, but that's not really how I remember it. I don't understand how to play the voiced protagonists. If I'm roleplaying, I need to have perfect knowledge of my character's state-of-mind. Since that state-of-mind is what drives every decision my character makes, I need to know what it is in order to use it to inform the decision-making. So either I have to craft that state-of-mind myself, or the writers have to find some way to tell me about everything my character is thinking at literally every moment of the game. The latter isn't feasible, which leaves the former as my only option. So let's work from that. If I'm the architect of my character's state-of-mind, I need to know what he's going to say and how he's going to say it before I choose the dialogue option. Once I choose the dialogue option, I need to maintain that state-of-mind in order to correctly interpret whatever response my character receives. If the delivery of the line either says something I wasn't expecting (a bad paraphrase) or in an unexpected tone (bad icon), I'm left having to retroactively construct my character's state-of-mind each time, and only after I do that am I ready to understand how my character will interpret any response. That's way too much work, and it gets harder and harder the farther into the game I go, because there's more past behaviour to reconcile. Therefore, it cannot be the case that my character's words or tone ever surprise me. When the voiced protagonist meets that standard, only then will I accept it.
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Sylvius the Mad
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 686 Likes: 740
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686
August 2016
sylvius
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Sylvius the Mad on Aug 22, 2018 19:26:06 GMT
I'm not going to change the poll (because you can't - I'd have to make a new one and get everyone to vote again), but; have I missed/left out a really, really obvious option? I was expecting the "just like DAI" option to be ahead, but honestly - not by this amount... DAI is by far BioWare's best implementation of the voiced protagonist, mostly by giving us a blank slate personality-wise. Maybe that's why it's doing so well.
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