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Post by Hanako Ikezawa on Jan 1, 2017 21:08:27 GMT
Yeah. I want to know what they mean by these four since they can be very different things than what you expect. Also, will they be the same every time or will they change each time? For example say you choose Heart in one dialogue and it is you being comforting, but then you choose it again in another dialogue and it is you being abrasive. It seems that instead they should have done the emotions like DAI than whatever it is they are doing here, since with emotions you basically know what you're going to get. I think they will have the same tone everytime and, well, I'm just going to wait and see how they do it but I actually hope it's different from DAI because those emotional choices didn't show up a lot, only when you had to react to something I guess. Usually was just some options + questions, not very different from each other, as in the tone wasn't super unique in each one imo, so I hope that with this they are trying to make it vary more (with consistency), so we can have more personality. I agree that the emotional choices could have shown up more, I was just using that as an example of having the Head, Heart, Professional, and Casual be consistent to the point where you know the tone and emotion that will be expressed before you click it rather than every option being a guessing game each time.
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Post by peebee on Jan 1, 2017 21:16:52 GMT
I think they will have the same tone everytime and, well, I'm just going to wait and see how they do it but I actually hope it's different from DAI because those emotional choices didn't show up a lot, only when you had to react to something I guess. Usually was just some options + questions, not very different from each other, as in the tone wasn't super unique in each one imo, so I hope that with this they are trying to make it vary more (with consistency), so we can have more personality. I agree that the emotional choices could have shown up more, I was just using that as an example of having the Head, Heart, Professional, and Casual be consistent to the point where you know the tone and emotion that will be expressed before you click it rather than every option being a guessing game. Oh I got it now! Sorry, yeah I hope they explain it somehow, if they don't we'll just have to define it ourselves when playing the game... But they have icons as well so maybe they'll be self-explanatory.
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Post by Hanako Ikezawa on Jan 1, 2017 21:36:31 GMT
I agree that the emotional choices could have shown up more, I was just using that as an example of having the Head, Heart, Professional, and Casual be consistent to the point where you know the tone and emotion that will be expressed before you click it rather than every option being a guessing game. Oh I got it now! Sorry, yeah I hope they explain it somehow, if they don't we'll just have to define it ourselves when playing the game... But they have icons as well so maybe they'll be self-explanatory. Well, I seem to recall that they were going to discuss dialogue sometime this month so that is probably when we'll get a better understanding of what each option entails. The icons probably just represent Head, Heart, Professional, and Casual. If I had to guess an emotion/personality attached to each, I would guess: Head: More curious and inquisitive, wanting to learn more. Heart: More empathetic and sincere, wanting to form connections. Professional: More by the book and stoic, wanting to get the job done. Casual: More laid back and humorous, wanting to have fun. I think those would be able to mesh well with the predefined personality of each sibling, depending on what they are.
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Post by geometricflowers on Jan 1, 2017 21:45:30 GMT
I actually like this idea better. I think it will be easier to impliment more realistic "evil" options as well. For example, heart could easily get temperamental and aggressive at certain points, while head could occasionally be more manipulative to get a desired outcome, and casual could be blithely indifferent to others feelings sometimes. This would be much better than the standard "evil" option. And if you wanted to be all good all the time or all bad, you could just pick a different response.
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Post by DalishRanger on Jan 1, 2017 21:56:58 GMT
I actually like this idea better. I think it will be easier to impliment more realistic "evil" options as well. For example, heart could easily get temperamental and aggressive at certain points, while head could occasionally be more manipulative to get a desired outcome, and casual could be blithely indifferent to others feelings sometimes. This would be much better than the standard "evil" option. And if you wanted to be all good all the time or all bad, you could just pick a different response. The trick would be making it clear when each option is a "good" based option or an "evil" one. If done right though, it would be interesting.
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Post by Hanako Ikezawa on Jan 1, 2017 22:01:00 GMT
I actually like this idea better. I think it will be easier to impliment more realistic "evil" options as well. For example, heart could easily get temperamental and aggressive at certain points, while head could occasionally be more manipulative to get a desired outcome, and casual could be blithely indifferent to others feelings sometimes. This would be much better than the standard "evil" option. And if you wanted to be all good all the time or all bad, you could just pick a different response. The trick would be making it clear when each option is a "good" based option or an "evil" one. If done right though, it would be interesting. Perhaps the icon could be different. To use Paragon/Renegade as an example, things that were Paragon were blue and things that were Renegade were red. While the Paragon/Renegade system is gone, they could still use lighting or something to denote if the choice is "good" or "bad", the former having a blue tint to the icon and the latter having a red tint to the icon.
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Post by DalishRanger on Jan 1, 2017 22:05:24 GMT
Something like that may work, yes. We'll have to see more of the dialogue system present first and how they denote the four tones.
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Post by geometricflowers on Jan 1, 2017 22:06:22 GMT
The trick would be making it clear when each option is a "good" based option or an "evil" one. If done right though, it would be interesting. Perhaps the icon could be different. To use Paragon/Renegade as an example, things that were Paragon were blue and things that were Renegade were red. While the Paragon/Renegade system is gone, they could still use lighting or something to denote if the choice is "good" or "bad", the former having a blue tint to the icon and the latter having a red tint to the icon. Red and blue tint would be a good callback to the original trilogy while still being its own thing.
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Post by sandalisthemaker on Jan 1, 2017 23:45:02 GMT
So the twins will have separate personalities that may or may not cause differences in dialogue/autodialogue/and generally how they react to situations in game.
Well, I'm going to predict that BioWare gave Scott and Sara personalities that play off one another and complement one another. A Yin Yang, Red Oni, Blue Oni type of situation.
For Scott I predict he will tend towards: cautious, mild-mannered, polite, thoughtful, patient, kind, shy, hesitant, introverted, intuitive, relaxed, self-doubt, contemplation.
For Sara, I predict she will tend towards: energetic, enthusiastic, bold, brash, confident, extroverted, hot-headed, passionate, action-oriented, cockiness, self-assurance.
I'm basing this on my gut feeling and also the over-all vibe I'm getting from their voice actors in their various interviews so far. Also from the gameplay footage with Sara. Hopefully we get more info soon.
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Post by Hanako Ikezawa on Jan 2, 2017 1:08:40 GMT
So the twins will have separate personalities that may or may not cause differences in dialogue/autodialogue/and generally how they react to situations in game. Well, I'm going to predict that BioWare gave Scott and Sara personalities that play off one another and complement one another. A Yin Yang, Red Oni, Blue Oni type of situation. For Scott I predict he will tend towards: cautious, mild-mannered, polite, thoughtful, patient, kind, shy, hesitant, introverted, intuitive, relaxed, self-doubt, contemplation.For Sara, I predict she will tend towards: energetic, enthusiastic, bold, brash, confident, extroverted, hot-headed, passionate, action-oriented, cockiness, self-assurance.I'm basing this on my gut feeling and also the over-all vibe I'm getting from their voice actors in their various interviews so far. Also from the gameplay footage with Sara. Hopefully we get more info soon. If so, I guess I am only playing Scott this time since I wouldn't be able to play Sarah the way I like. So much for replayability. First Bioware game where I only play as one sex, and not even the sex I was planning to be the majority of the time.
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Post by swagmaster97 on Jan 2, 2017 1:35:08 GMT
So the twins will have separate personalities that may or may not cause differences in dialogue/autodialogue/and generally how they react to situations in game. Well, I'm going to predict that BioWare gave Scott and Sara personalities that play off one another and complement one another. A Yin Yang, Red Oni, Blue Oni type of situation. For Scott I predict he will tend towards: cautious, mild-mannered, polite, thoughtful, patient, kind, shy, hesitant, introverted, intuitive, relaxed, self-doubt, contemplation.For Sara, I predict she will tend towards: energetic, enthusiastic, bold, brash, confident, extroverted, hot-headed, passionate, action-oriented, cockiness, self-assurance.I'm basing this on my gut feeling and also the over-all vibe I'm getting from their voice actors in their various interviews so far. Also from the gameplay footage with Sara. Hopefully we get more info soon. I like these personalities. Sara is more of a Ashley/Carver/Iron Bull/Vega/Isabela/Dorian/Varric. Scott is more like Kaiden/Tali/Alistair/Merrill/Cullen/Blackwall. I personally adore this idea, but I can also see why some people would HATE it. I suppose we will find out in 2-5 months (and no more please).
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Post by Catilina on Jan 2, 2017 2:51:47 GMT
So the twins will have separate personalities that may or may not cause differences in dialogue/autodialogue/and generally how they react to situations in game. Well, I'm going to predict that BioWare gave Scott and Sara personalities that play off one another and complement one another. A Yin Yang, Red Oni, Blue Oni type of situation. For Scott I predict he will tend towards: cautious, mild-mannered, polite, thoughtful, patient, kind, shy, hesitant, introverted, intuitive, relaxed, self-doubt, contemplation.For Sara, I predict she will tend towards: energetic, enthusiastic, bold, brash, confident, extroverted, hot-headed, passionate, action-oriented, cockiness, self-assurance.I'm basing this on my gut feeling and also the over-all vibe I'm getting from their voice actors in their various interviews so far. Also from the gameplay footage with Sara. Hopefully we get more info soon. It would be very limited. I don't think, I would like. But we'll see, need more details.
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Post by Blue-Slates on Jan 2, 2017 3:00:46 GMT
For Scott I predict he will tend towards: cautious, mild-mannered, polite, thoughtful, patient, kind, shy, hesitant, introverted, intuitive, relaxed, self-doubt, contemplation.For Sara, I predict she will tend towards: energetic, enthusiastic, bold, brash, confident, extroverted, hot-headed, passionate, action-oriented, cockiness, self-assurance.While I would be fine with this (although not really) since this is how I'd play both Ryders, this is just way too defined. I'm personally leaning - and hoping! - towards the personalities not being as set as we think. Didn't they say in a tweet that it wouldn't affect roleplaying, because this would definitely affect - in a bad way imo - roleplaying. This sort of thing actually reminds me of Persona 3 portable, where the MC's responses were more reserved while the FemC was more friendly and hopeful. I was okay with that there, but for a WRPG where customisation of the PC is more central it would be taking too much agency away from the player. Hopefully BioWare knows that and won't go too crazy with this personalities thing. But again, I wanna wait until we know more about it (which probably won't be until after the game launches now that I think about it. How unfortunate).
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Post by fialka on Jan 2, 2017 3:06:07 GMT
So the twins will have separate personalities that may or may not cause differences in dialogue/autodialogue/and generally how they react to situations in game. Well, I'm going to predict that BioWare gave Scott and Sara personalities that play off one another and complement one another. A Yin Yang, Red Oni, Blue Oni type of situation. For Scott I predict he will tend towards: cautious, mild-mannered, polite, thoughtful, patient, kind, shy, hesitant, introverted, intuitive, relaxed, self-doubt, contemplation.For Sara, I predict she will tend towards: energetic, enthusiastic, bold, brash, confident, extroverted, hot-headed, passionate, action-oriented, cockiness, self-assurance.I'm basing this on my gut feeling and also the over-all vibe I'm getting from their voice actors in their various interviews so far. Also from the gameplay footage with Sara. Hopefully we get more info soon. Yeah, I'd rather these were switched personally. I like playing more introverted and stoic female characters since I'm like that in real life. But when I do play male characters, I prefer them to me more emotive and passionate. Actually, when I look at my favorite Bioware characters of either gender, they tend to fall into those categories. But I really don't think the difference between the two will be that extreme. Fryda did say in her interviews that part of playing the protagonist is that she doesn't get to be the colorful one - she's our blank canvas for us to move and direct as we see fit, and she's there to be the 'normal' one the other characters contrast with. I believe Tom said something similar. As I've said before, I think we'll have two protagonists with fairly neutral personalities that are only slightly different. I imagine 95% of the dialogue will be identical. And though I do hear Sara as having a bit of snark to her, she sounded measured and logical in the investigation scene. And in that 4k demo, Scott sounded less 'shy introvert' and more... young, curious, confident, excited. Regardless, both will have options to sound brash/reactive (heart), logical/canny (head), diplomatic/direct (professional), or sarcastic/familiar (casual) - my guesses as to what those might mean anyway So I'm not worried As you say, we'll find out more in the coming months as we see more gameplay footage.
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Post by sandalisthemaker on Jan 2, 2017 3:27:31 GMT
To elaborate, I don't think that each twin will encompass all extroverted traits and the other all introverted traits, I just think that one will lean one way (Scott more introvert and Sara more extrovert is just what I'm banking on) and the other twin will lean the other way. That is not to say Scott can't have hot-headed moments or Sara can't have moments of self-doubt etc.
I'm sure they will be more nuanced, and I'm sure a variety of dialogue options will be available to both Ryders.
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Post by Mir Aven on Jan 2, 2017 3:51:00 GMT
So the twins will have separate personalities that may or may not cause differences in dialogue/autodialogue/and generally how they react to situations in game. Well, I'm going to predict that BioWare gave Scott and Sara personalities that play off one another and complement one another. A Yin Yang, Red Oni, Blue Oni type of situation. For Scott I predict he will tend towards: cautious, mild-mannered, polite, thoughtful, patient, kind, shy, hesitant, introverted, intuitive, relaxed, self-doubt, contemplation.For Sara, I predict she will tend towards: energetic, enthusiastic, bold, brash, confident, extroverted, hot-headed, passionate, action-oriented, cockiness, self-assurance.I'm basing this on my gut feeling and also the over-all vibe I'm getting from their voice actors in their various interviews so far. Also from the gameplay footage with Sara. Hopefully we get more info soon. I'm afraid that it's going to be exactly like that. If it will then my enjoyment of the game goes way down and I'll end with one playthrough, thats even less than DAI (2 playthroughs) and I wasn't even fond of that game
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Post by dmc1001 on Jan 2, 2017 4:55:21 GMT
So the twins will have separate personalities that may or may not cause differences in dialogue/autodialogue/and generally how they react to situations in game. Well, I'm going to predict that BioWare gave Scott and Sara personalities that play off one another and complement one another. A Yin Yang, Red Oni, Blue Oni type of situation. For Scott I predict he will tend towards: cautious, mild-mannered, polite, thoughtful, patient, kind, shy, hesitant, introverted, intuitive, relaxed, self-doubt, contemplation.For Sara, I predict she will tend towards: energetic, enthusiastic, bold, brash, confident, extroverted, hot-headed, passionate, action-oriented, cockiness, self-assurance.I'm basing this on my gut feeling and also the over-all vibe I'm getting from their voice actors in their various interviews so far. Also from the gameplay footage with Sara. Hopefully we get more info soon. I like these personalities. Sara is more of a Ashley/Carver/Iron Bull/Vega/Isabela/Dorian/Varric. Scott is more like Kaiden/Tali/Alistair/Merrill/Cullen/Blackwall. I personally adore this idea, but I can also see why some people would HATE it. I suppose we will find out in 2-5 months (and no more please). Given that I'll probably play Scott more than Sara, I wouldn't mind this. Kaidan, Alistair and Cullen are among my favorites. That said, I wonder if playing Sara as described here would make me more empathetic to Ashley.
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Post by Deleted on Jan 2, 2017 8:46:40 GMT
Shy, introverted, patient and intuitive sound nice...if that's what they mean with "stoic" I'll be more than happy about Scotts personality. I just hope they don't create a Jacob 2.0. A stoic personality can become boring very easily if it's done wrong. I remember Hawke. Sarcastic, cocky Hawke was simply the best. The other two personalities were overshadowed by it most of the time. But I hope for the best.
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Post by Lebanese Dude on Jan 2, 2017 11:22:37 GMT
I'm most comfortable playing friendly or cynical characters, but in the DA series I still found enjoyment playing douche and aggro characters. I found aggressive/direct Hawke to be really fun. Some of his lines rival those of Sarcastic Hawke. "They say your life flashes in front of your eyes before you die. Any helpful flashes yet"? On the other hand, I could never complete a Renegade Shepard in ME2 and ME3 for some reason. Maybe it's because I find it easier to be an ass in fantasy settings rather than modern or futuristic ones. Still, given how similar the dialogue system is to DA2 and DAI, I'm hoping to enjoy an aggressive Scott on my 3rd or 4th playthrough.
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Post by javeart on Jan 2, 2017 13:00:01 GMT
To me it came across as completely different people though. Whether it was the writing or the VA's performance, or maybe both, it felt less like one character reacting in different ways as it did a totally different human being with a totally different personality. It was especially jarring if you tried using the different types of responses in a single conversation. You could literally go from making an off-color joke and laughing at someone's expense, to sounding way pissed off, to sounding super patient and sweet in the space of minutes. Real people don't sound like that. In Inquisition though, I could do that. I could just have a conversation where I reacted to that character's dialogue line by line, and it sounded totally natural. Heh, while the Inquisitor has a better time doing that because his tone voice is more neutral (though it lead to him sounding bland sometimes), in most/all responses, I didn't find it as jarring. Also, a voice can sound different if you use a more aggressive note compared to when you talk in a more peaceful way. I don't think that's not natural. It might not be the same for everyone, but there are plenty of people that sounds different when they're angry or joking or conversating in a more peaceful way. And again, while what you said is true, it depends on how and when you used those tones. Depending on what you do use could lead to the situation becoming weird, but it depends on how you used them. If you switch all tones in one dialogue it's normal that Hawke sounded like a crazy man, but inconsistency, regardless if it's about tone, opinions or whatever, is always a risk depending on the choices you pick, for every character. To clarify, Hawke isn't my favorite Bioware character, I just don't think it was weird to use different tone options, based on the situation you were in. I find it more natural to have those options and reply differently based on the situation then reply with the same tone in all dialogues. I have to say that I usually play a mostly but not full sarcastic Hawke and for the most part it feels ok, but there are moments when the transitions definitely seem too abrupt, and even if I can agree that most of the time it's up to the player to create inconsistent characters, I'd say that in DA2 there were moments when it was not. Also there were times when some choices was associated whit an specific tone and the dialogue could turn out worng. I had the same problem with the toned-autodialogued, there are moments when I hate what sarcastic Hawke says (after your mother dies it is ) and I hate that I have no chance to prevent it, so I usully have to skip the cutscene and pretend it didnt happen Alh that said, all this little problems led me to think that I'd enjoy a more neutral PC, or at least lines with a more neutral delivery, and though it's true the Inqusitor sounds more natural to me, I agree that it is at the expense of sounding bland so, all in all, DAI made me realised I was wrong now I know I rather deal with minor inconsistencies *** As for Sara and Scott, I guess I'm on the wait and see camp, though I'm a little concerned, because I see some potential dangers in it, and no so much potential benefits, at least for now, since I don't agree with the "more replayability" argument (maybe there are others potential benefits I haven't read about?) because for me replayablity lies in the number of choices available, regardless of their distribution and I don't understand what "didn't really work" in Shepard being the same character regadless of the gender So, If the defined personality it's more about the VA and the wording of some options, that's fine; if it's about backgrounds and the starting point, so to speak, it's fine too as long as you're given some room to express how you feel about it; if it is about the autodialogue, it will obviously depend on the amount of it and how much can it potentially clash with the personality I give to my PC, which is the same problem one would always have with autodialogue so, if anything, what worries me about this possibility is not really Sara and Scott having diffferent personalities in itself but the chance that they might be giving them more autodialogue with that excuse. Now, if it's about having some different options available in certain ocassions, that would bother me. I think it's reasonable having a few tied to your background and to your gender/race/class or whatever, but I'd rather have them as an additonal choice, as they usually are, since I can imagine that those are factors that might actually influence some of your reactions in some circumstances, but you're not always speaking from than point of view, and what speaking from than point of view could mean, in fact, would vary from person to person, so if you're forced to speak as a woman, as an elf, or anything else, the appropiate thing would be having a few choices to do so, and if that's not the case, then better let us just ignore that option if we feel it doesn't suit our PC and react just like a kind/sarcastic/agresive/whatever person instead of as a woman/elf/whatever, and the best thing for RP, IMO, would be having all of these personality options always avaiable to every possible PC, regardless of the choices made in the CC.And sorry for the wall of text .
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Post by Walter Black on Jan 2, 2017 17:31:22 GMT
The trick would be making it clear when each option is a "good" based option or an "evil" one. If done right though, it would be interesting. Perhaps the icon could be different. To use Paragon/Renegade as an example, things that were Paragon were blue and things that were Renegade were red. While the Paragon/Renegade system is gone, they could still use lighting or something to denote if the choice is "good" or "bad", the former having a blue tint to the icon and the latter having a red tint to the icon. I hated how simplistic Bioware made Paragon and Renegade, as they were never meant to be "good" or "evil" . Paragon could be idealistic, diplomatic, and self sacrificing, but also naïve and sycophant. Conversely, Renegades were pragmatic, selfish, and aggressive, but also realistic, determined and self reliant. I miss how in Jade Empire, with specific choices you could roleplay an evil Open Palm or good Closed Fist Spirit Monk. It could be difficult, but boy was it worth it .
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Muddy Boots
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Post by Muddy Boots on Jan 2, 2017 18:46:27 GMT
Shy, introverted, patient and intuitive sound nice...if that's what they mean with "stoic" I'll be more than happy about Scotts personality. I just hope they don't create a Jacob 2.0. A stoic personality can become boring very easily if it's done wrong. I remember Hawke. Sarcastic, cocky Hawke was simply the best. The other two personalities were overshadowed by it most of the time. But I hope for the best. Stoic means more like being able to take a lot of hardship or pain without complaining. That could definitely be broadened somewhat. Example: If Scott felt that he nor his sister were quite ready to step in father's shoes because of lack of experience or they just expected Dad to be around, he'd still quietly accept the role and do his best. There would be no protest, no whining, no lamenting to others. He'd just quietly go about the business of leadership and work on improving his skills. He would also not let any grief show. Not to most people anyway. This could also apply to Sara, but I do see her leading more with her heart than her head.
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Post by Two Faces on Jan 2, 2017 19:50:40 GMT
Just 2 days, we are supposed to have BroRyder in this video, since SisRyder was in the one from Games Awards. Finally some good time of patriarchy.
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sandalisthemaker
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Mass Effect Andromeda
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Post by sandalisthemaker on Jan 2, 2017 20:05:32 GMT
^You are making assumptions, Muffin.
You really shouldn't do that. There is nothing that says Scott has to be featured, but you can bet I'll have my fingers crossed. For Liam too.
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Post by Hanako Ikezawa on Jan 2, 2017 20:18:25 GMT
^You are making assumptions, Muffin. You really shouldn't do that. There is nothing that says Scott has to be featured, but you can bet I'll have my fingers crossed. For Liam too. Bioware actually did say for the promotion of this game they would swap the sibling with each trailer or gameplay shown. So since Scott was in the last trailer and Sarah in the last gameplay, Scott will show up in the next gameplay and Sarah in the next trailer.
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