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Post by shechinah on Sept 5, 2016 10:59:17 GMT
I don't like the interrupts. I don't think they're for role-playing. They're a flashing CLICK ME! CLICK ME! prompt that more often than not are advantageous to the player; and thus making the player feel bad if they 'missed' it. That's not role-playing - that's just inserting lame QTEs where a real pause in dialogue could be, giving an option to the player to do - or not - any specific 'interrupt' that they would have control over. In ME3 and ME2 (on your first playthrough) you most often don't know what will happen after you click the interrupt, adding to the problem of laconic dialog wheel hiding elaborate statements behind a word or three. That's why I'm all for a silent protagonist a'la DA:O.
Except sometimes the interrupts also show up when there is no time for a real pause and where inserting such a pause would break the momentum of a scene. I think an example would be a sparring session with James in Mass Effect 3.
That is not to say I can't understand or even do not agree with the feeling that the interrupts are unnecessary in some scenes: I just feel that said scenes would be the scenes where a pause would not break the momentum. I think an example would be the scene in which Tali cries over her father in Mass Effect 2 and the player has the interupt prompt to hug her. Here I do not think it was necessary for the option to be a interrupt prompt as oppose to a dialogue option.
As I've noted above, I'm in favor of making the interrupt prompts less obtrusive and removing the flashing is another thing that I think would be nice.
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Post by coldsteelblue on Sept 5, 2016 11:04:40 GMT
I've got mixed feelings on this one; yes removing it is a good thing as it won't leave us feeling as though we are shoehorned into one way of playing, but I also feel that removing it takes away a feature of the franchise.
I came in to ME when ME2 made it to the PS3 & at the time I didn't know how the system worked & it was interesting to use it, but annoying when I couldn't take certain dialogue options & as for the interrupts, really liked them
I would prefer in all honesty to have the P/R system there but 'fully unlocked' for dialogue, that way I'm not having to play the game purely one way & I can interchange when I need to, as sometimes, there are people that just need a punch.
Finally; I can't remember where I read/heard it, I'm sure it was in a discussion about the nature of relationships (both sexual & non-sexual) in ME:A & that they were going to take a more 'organic' approach to Ryder's choices in the game, that says to me that maybe ME'A's crew are going with a DA style approval, but my info on that could be completely wrong, so slap me if so.
Anyhoo I've said me piece for now.
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Post by stysiaq on Sept 5, 2016 11:08:23 GMT
Except sometimes the interrupts also show up when there is no time for a real pause and where inserting such a pause would break the momentum of a scene. I think an example would be a sparring session with James in Mass Effect 3.
That is not to say I can't understand or even do not agree with the feeling that the interrupts are unnecessary in some scenes: I just feel that said scenes would be the scenes where a pause would not break the momentum. I think an example would be the scene in which Tali cries over her father in Mass Effect 2 and the player has the interupt prompt to hug her. Here I do not think it was necessary for the option to be a interrupt prompt as oppose to a dialogue option.
As I've noted above, I'm in favor of making the interrupt prompts less obtrusive and removing the flashing is another thing that I think would be nice.
I believe Witcher 3 also had it covered in a nicer way, so maybe they'd steal their solution. If anything, I'd appreciate some text message telling me what am I going to do after I press the interrput button.
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Post by DeepJIMPACT on Sept 5, 2016 11:08:33 GMT
But can I still VAPORIZE my sworn enemies with no remorse?
*cackles wildly*
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Post by Gileadan on Sept 5, 2016 11:13:33 GMT
Real roleplayers don't use alignment, so good riddance to this.
Hopefully we won't get saddled with DA style approval system either. While the basic idea isn't necessarily bad, the implementation was mostly awful. "I'm no longer helping you to prevent the end of the world because I don't agree with your opinion on Orlesian fashion and that joke you made yesterday was totally terrible".
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Post by shechinah on Sept 5, 2016 11:30:59 GMT
I've got mixed feelings on this one; yes removing it is a good thing as it won't leave us feeling as though we are shoehorned into one way of playing, but I also feel that removing it takes away a feature of the franchise.I would prefer in all honesty to have the P/R system there but 'fully unlocked' for dialogue, that way I'm not having to play the game purely one way & I can interchange when I need to, as sometimes, there are people that just need a punch.
Finally; I can't remember where I read/heard it, I'm sure it was in a discussion about the nature of relationships (both sexual & non-sexual) in ME:A & that they were going to take a more 'organic' approach to Ryder's choices in the game, that says to me that maybe ME'A's crew are going with a DA style approval, but my info on that could be completely wrong, so slap me if so.Anyhoo I've said me piece for now. I don't think the morality meter really affected anything outside of "unlocking" dialogue options with the exception of minor and rather inconsequential details;
Mass Effect 1: "At the end of Mass Effect, Shepard's morality will affect the tone of the ending conversation, regardless of whether the Council was saved or killed. If Paragon, the Presidium will be brightly-lit and the background music will be Vigil's theme. If Renegade, the Presidium will have a darker lighting, with Sovereign's theme playing in the background. The closing shot of Mass Effect always shows Shepard, but varies according to morality choices. If the commander is a Paragon, Shepard is standing empty-handed against a blue-hued planet with an unknown space station in orbit. If the commander is a Renegade, Shepard is standing against a silhouetted planet in a red nebula, holding an assault rifle."
Mass Effect 2: "At the end of Mass Effect 2, when Shepard is having the final discussion with the Illusive Man, the star in the background will change color depending on the choice made regarding the Collector Base. If the Paragon option (destroy the base) was made, the star will be blue; if the Renegade option (to keep the base) was made, the star will be red instead. However, if Shepard died on the suicide mission, the star will be its regular red/blue color no matter what choice the Commander made."
There was how the morality meter affected Shepard's face in Mass Effect 2 but I don't recall finding the explaination to make much sense. Again, in a universe like Star Wars where the force is established including as being able to corrupt or revitalize things, this would have made sense but I don't recall the morality meter having been established as anything of such.
TL:DR: I can't see how the morality meter has any function outside of locking dialogue options. You can still have the interrupt prompts in the game since they have a function outside of the morality meter.
In regard to the section abot using the Dragon Age's approval system, that is speculation as far as I know as I think I may have been the one or one of the people who started talking about that. They've only said that they're trying to make the relationships more organic and I think not have romances be decided by flirt options alone. I thought that presented the possibility that they intended to have relationships be affected by an approval system either like Dragon Age's or an approval system that was affected more directly by certain events and decisions.
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Post by shechinah on Sept 5, 2016 11:48:39 GMT
Real roleplayers don't use alignment, so good riddance to this. Hopefully we won't get saddled with DA style approval system either. While the basic idea isn't necessarily bad, the implementation was mostly awful. "I'm no longer helping you to prevent the end of the world because I don't agree with your opinion on Orlesian fashion and that joke you made yesterday was totally terrible". While I understand and agree with the point, that is not the case with all of them, though. An example is Dorian who informs you of his dislike and that he intends to return to Tevinter when either he or Corypheus is dead: "When this is done. When Corypheus is dead... or I am. Then I'll be an urn travelling."
Interestingly, he even goes over the issue he has with in the Inquisitor's past decisions such as that they could have made a deal with the Sentinels and learned from them. That kind of thing. He notes Corypheus is the real enemy but that he is sickened by the Inquisitor including by the thought that they are spreading across Thedas.
He only leaves if the Inquisitor chooses to physically assault him; likely because it shows to him that they cannot even have a professional relationship and so he won't be listened to and won't be able to really do anything.
Source:
It'd be nice to have squadmates react to their disapproval towards the player character in different ways depending on their characterization like refusing to do things unrelated to the mission at hand, informing on the player to someone else or if there is an alternative to the player then give the squadmate the option to leave. I wouldn't object to a scene wherein the player has the option of punching a squadmate and the squadmate respond by punching the player character back or blocking the punch because it is not in the squadmate's character to just take the abuse. That kind of thing.
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Post by shechinah on Sept 5, 2016 11:53:06 GMT
Oh and it would be neat to see class-specific interrupts. It's not a deal-breaker if it is not.
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Post by Deleted on Sept 5, 2016 12:15:42 GMT
Agree completely. Most of my favorite ME2 playthroughs have been where my Shepard has been fairly evenly split between paragon and renegade choices and accepting the consequences of not being able to resolve everything is just a paragon or renegade dialogue option. I also did one metagame playthrough where I very carefully monitored all my paragon and renegade choices on an Excel spreadsheet as a ratio of total available points to that point in the game. I was able to organize everything such that I was able to resolve all the crucial events with P/R dialogue while finishing the game up with a Shepard who was about 60% Paragon and 40% Renegade. There was lots of room to play around in the "gray" zone, but a lot of people just couldn't convince themselves to do it that way. They got too hung up on not being able to use a P or R "magic" line to resolve everything. Still, it won't hurt if they can shed the old impressions people had of what the Paragon/Renegade system was doing... but I wonder if people will still just attach their own good vs. evil meaning to any system Bioware uses and wind up mostly playing one way or the other anyways. I will miss the interrupts. Oh people will always make a character with a specific leaning. More players tend towards good-ish and wont take the aggressive or angrish options just because. Making it less black and white does make it easier to flip flop with out seeming like a batshit crazy person. It's human nature anyway, anything that doesn't sit right with you is wrong (even if in your brainbox you know it's just another valid view point). Can be hard for people to suppress that and accept other views for what they are. Then you have shit like murderers and rapists and everyone disagrees with them mostly. Anyway - why the crap do people keep saying they'll miss interrupts? That article never once mentions them. Did something happen? Tweet go out that declared there non-existence? Just cause P/R isn't around in that form doesn't mean they can't still exist. I know DAI doesn't have them but DA never has. But you still get intention Icons. They could just grey-ify the interrupt system by using the icons to show your general intent with this. Like that red aggressive fist to replace what we'd expect as renegade style interrupts. Least I hope they still have em in. If anyone has like actual evidence to them not being in I'd like to see it. The only reason I said I will miss the interrupts is because the OP indicates that they won't be in there. If they make it in (presumably under a revamped icon system), I'll be quite happy about it. IF they don't put them in, I will miss them... simple as that.
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Post by Deleted on Sept 5, 2016 12:45:01 GMT
I guess I fall in another category. I started their games with Kotor. I got it because it was a Star Wars game first... but I really got a kick out of playing Sith. That was unthinkable at the time. I grew up in the 80s and there was nothing like that. It's kind of the same joy I got out of playing a psycho in GTA3 at first too. With Mass Effect, I think it started that way for me, but by ME3, shit got serious. Renegade felt too much like Stalin or something. Yeah, I always play both and in between when available. I always do my 'evil' playthrough. Started back in the 90s, probably driven by my love of anti-heros just doing it because they're forced into it being angry all the way killing shit. KoTOR was hilariously fun for that. One of my favorites was making an all evil aligned group in BG2. There was a small list, but large enough to fill out the 6 person team, with just a buncha assholes and it was faaantastic. BioWare has always been good at making an evil, renegade or generally asshole 'playthrough' surprisingly entertaining. For me it's never been an issue since I'm playing a character. This is the person I'm playing for this playthrough lets see where it goes kinda thing. Most people though as a hole play either as them selves or some version of that and have trouble making the jerk choices to see those outcomes. And if they do it's usually on there 2nd or third playthrough. As far as ME3, Oh man. I don't think I did a renegade playthrough but that was due to a combination of not wanting to 'deal with the ending' and MP destroying my enjoyment of the combat. Not in a bad way, I mean like I loved the MP a ton, played it for a year+ but it also meant all the shit I loved doing I couldn't do as Shepard lol. I mean, Shepards awesome but he aint no Krogan you know? I can't sprint at absurd top speeds and bash a phantom across the map laughing and yell for Tuchanka. That is a pretty big bummer when you really sit down and think about it. Did a few 'half-throughs' but most the situations they came up with didn't feel as um... grey as the past games. Like you said, little to Stalin. They really felt like you where being a giant asshole for the sake of being an asshole. Especially when they all have an obvious 'everyone wins' outcome that required the same amount of work that resulted in what was arguably better for everyone. I mean the Rachni? It's purely a moral choice, you either want to give the species another chance or you want to ensure the galaxy never suffers again. With the Genophage from a renegade stand point the Krogans are way more useful in a war then Salarians will be, and as a Paragon how can you be willing to doom them to that fate and kill Mordin? I mean fuck, I don't think I ever don't cure the Genophage regardless of character and that never happened in ME1/2. So I agree with ya on that. My first playthroughs are generally based on my gut reaction to the situation. In ME2, that meant that I wasn't able to use all the "magic dialogue bullets" to resolve situations. It's after that first playthrough that I start "selecting" different lines based on "outside" knowledge (i.e. of the "system" in place and of the individual lines themselves) in order to intentionally shape a character who is of a particular persuasion and who is different than myself (i.e. making dialogue choices that I would not naturally make). If I opted to make a character "evil" or "angelic" in my first playthrough, I would be assigning an "allignment" system to the dialogue available regardless of whether or not the game assigns points to that dialogue. Since I would not be reflecting myself, I would be probably using some sort of "stereotype" to mentally define "evil" or "angelic" rather than using some prior knowledge of the individual lines to build a more in-depth character of that certain persuasion. There is "dialogue room" in ME to enable me to build rather deep, somewhat evil and somewhat good characters of differing beliefs and philosophies about life and war... and my Shepards build this way do not bop back and forth like bi-polar psychos. Sometimes he doesn't get to romance either Miranda or Jack because he can't resolve their dispute, sometimes he loses a cherished squad mates as well... but I see those as "consequences" that make the game interesting when they happen to Shepard outside of his control. As straykat said, the main objectives of the story can always be accomplished regardless.
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Post by heathenoxman on Sept 5, 2016 14:22:57 GMT
I'm ok with that. I often see comparisons between DA and ME system, mainly "someone greatly disliked that". Playing both series, I have to say I hated that in DA. It probably is an unpopular opinion but I just hated catering to people. Like, I fail completely with some companions first time around and then in subsequent playthroughs I try to please everyone. In ME I didn't have to worry about it. Yeah, Samara would go on to say she hated your guts if you were Renegade, but she didn't leave me in ME2 or something like that. You're a commander, people follow you and won't leave if they don't like your decisions. I guess you could count Legion/Tali and Miranda/Jack fights in ME2 as part of that DA system, but apart from that I was glad I could choose whatever(again in most cases) and have all my guys around. Wrex would whine about sparing Rachni queen but nothing more. I always thought that this made ME's companions feel rather shallow in comparison, because they just accept whatever you do. That this is the commander can only go so far, especially when we're dealing with a ragtag group that typically would not really care about that sort of thing (Like, does Jack really give two shites what rank Shepard is?). As for companions leaving, that's not an integral part of companion approval. Companions can stick to certain objectives, and approval can simply affect other parts of their character, like their general disposition when approached, locking out romance and possibly companion quests (after all, why would they want to get with someone or ask for help from someone they don't like, or maybe even hate?). Like, Alistair, for example, can't leave no matter how much he dislikes the character, since he has an obligation to stick with your Warden. I think that it's more interesting to see multiple sides of the same character based on what you do, but we don't really get that at all in ME. Garrus is always your best friend, Liara is always fond of Shepard. It makes them feel less believable the more I think about them. Bingo. This hit me during my "jerk" play-through when my Shepard was all, "Humanity first!" and my alien crew was just, "Whatevs! YOLO!" about it. Usually, I play my characters as cynical pragmatists, which tends to be hard to do when the system is split into a binary. I detest being a goodie-good or psychopath. What I do hope is that sarcasm makes an appearance. I've always wanted to wise-crack my way through the stars.
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Post by shechinah on Sept 5, 2016 14:27:16 GMT
I'm hoping for dialogue options that are sarcastic, dorky and I'd love an option for the player character to be silent from time to time. I love that in Telltale's games.
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Post by Monk on Sept 5, 2016 14:56:00 GMT
I'm hoping for dialogue options that are sarcastic, dorky and I'd love an option for the player character to be silent from time to time. I love that in Telltale's games. What would be cool if they allowed a silent option on occasion and with it, a means to unnerve/irritate the NPC the PC's talking to. Maybe even throw in some emoted silent options as well such as frowning or scowling. One of the encounters following this could have an NPC ask Ryder if they think they're in (some RPG name referencing DAO) or something.
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Post by shechinah on Sept 5, 2016 15:46:40 GMT
I'm hoping for dialogue options that are sarcastic, dorky and I'd love an option for the player character to be silent from time to time. I love that in Telltale's games. What would be cool if they allowed a silent option on occasion and with it, a means to unnerve/irritate the NPC the PC's talking to. Maybe even throw in some emoted silent options as well such as frowning or scowling. One of the encounters following this could have an NPC ask Ryder if they think they're in (some RPG name referencing DAO) or something.
In Telltale's games, it can fit a lot of situations; my character might be too stunned or scared to say anything, my character might genuinely feel like they have nothing to say or add, my character might neither want to speak in favor of something nor speak in disfavor of something, my character might be defiant and my character might want to see how the other person reacts or what that person chooses to say. When done right, it is very wonderful option I feel to have when roleplaying a character. It was also a nice option to have when you were stuck feeling like all of the other dialogue options were either just stating the obvious or were just plain bad. I also loved choosing to be silent during defiant moments because I seldom have the chance to be badass that way. There didn't need to be a word of defiance; all of that came across plain as day in that expression. It was especially enjoyable when the playable character had an expression that basically said; "Bitch, please."
Now that I think about it, it was also nice to not have to talk to characters who were trying to get under your skin. You were not able to ignore them exactly but being silent was a nice alternative rather being forced to have a conversation with them.
And now for the "Silence is a valid option" compilation:
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Post by themikefest on Sept 5, 2016 15:46:49 GMT
I don't like the interrupts. I like them The problem is that there wasn't more of them especially in ME3. There should've been interrupts that involved very harsh language mixed with some violence
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Post by shechinah on Sept 5, 2016 15:55:05 GMT
On the old forums, I requested dialogue options that allowed the player character to be dorky like, say, that they had the option of becoming giddy about something like a discovery. I feel this would only be appropriate with us going to a whole new and unexplored galaxy. I wish I could find the post but that'll take some time. Granted, this is the topic for another discussion.
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Post by Fiery Phoenix on Sept 5, 2016 16:54:31 GMT
Even if they get rid of the Paragon/Renegade system, I still expect the upper option to be the 'good' one, the neutral in the middle, and the evil at the bottom. Interrupts will be missed, though. I always enjoyed those.
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Post by LFS on Sept 5, 2016 17:12:05 GMT
I'm also fine with the removal, but I would still like to see some sort of social element available for character building, even if just something along the lines of the Inquisition perks that gave you additional knowledge-based dialogue options.
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Post by straykat on Sept 5, 2016 22:34:16 GMT
I don't like the interrupts. I don't think they're for role-playing. They're a flashing CLICK ME! CLICK ME! prompt that more often than not are advantageous to the player; and thus making the player feel bad if they 'missed' it. That's not role-playing - that's just inserting lame QTEs where a real pause in dialogue could be, giving an option to the player to do - or not - any specific 'interrupt' that they would have control over. In ME3 and ME2 (on your first playthrough) you most often don't know what will happen after you click the interrupt, adding to the problem of laconic dialog wheel hiding elaborate statements behind a word or three. That's why I'm all for a silent protagonist a'la DA:O. I don't know.. sometimes it works. Like my Shep rescued Terra Nova and let Balak go in ME1. Now he just resents all batarians -- rather unjustly. I figured he'll be this way until Arrival, when he finally got way more than he asked for. lol. But for the moment, I just finished Mordin's mission and I refused to heal that one sick batarian with the interrupt. It felt like good roleplaying. And before that, alerting Veetor in the first mission is dependent on dialogue at first. There's roleplaying involved there. It also works later, like in some romance interrupts. There's an element of carelessness or despondency if you avoid some of them.
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Post by straykat on Sept 6, 2016 1:48:17 GMT
I don't know.. sometimes it works. Like my Shep rescued Terra Nova and let Balak go in ME1. Now he just resents all batarians -- rather unjustly. I figured he'll be this way until Arrival, when he finally got way more than he asked for. lol. But for the moment, I just finished Mordin's mission and I refused to heal that one sick batarian with the interrupt. It felt like good roleplaying. And before that, alerting Veetor in the first mission is dependent on dialogue at first. There's roleplaying involved there. It also works later, like in some romance interrupts. There's an element of carelessness or despondency if you avoid some of them. I would rather see another "dialogue option" that describes the action I'm about to take, something like the style you might find in Pillars of Eternity and other similar RP games. What you described only works when you know what all those flashing signs mean after a playthrough or more. That's true. Although technically, the fact that the interrupt flashes as Paragon or Renegade is supposed to be the indicator. So you know what they basically mean. Just not the details --- but that's part of the fun. To me anyways. Like I thought I was gonna kill Veetor the first time I played... and when I electrocuted that Batarian in ME2, it was hilarious. I didn't see it coming. Having it described would suck.
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Post by Deleted on Sept 6, 2016 13:20:55 GMT
That's true. Although technically, the fact that the interrupt flashes as Paragon or Renegade is supposed to be the indicator. So you know what they basically mean. Just not the details --- but that's part of the fun. To me anyways. Like I thought I was gonna kill Veetor the first time I played... and when I electrocuted that Batarian in ME2, it was hilarious. I didn't see it coming. Having it described would suck. I meant described as "attack him", "sabotage machinery", "shoot the pipe", "administer medi-gel", "punch his/her face", not an entire paragraph detailing in excruciating detail what is going to be included in the action. It's just that some interrupts are more obvious than others, and I prefer to see agency given to the player rather than taken away. And if you really want it to be interactive and timed and not as a static dialogue option, you could use timed dialogue like TW3, or you could add a few words near the flashing sign. Timed dialogue, however, runs into an issue with the fact that people read at vastly different rates for a variety of reasons... taking away agency from slower readers in that they may be likely to not be able to even finish reading the dialogue options before the timer on the dialogue runs out. I think a better solution is to use a wider variety of more specific icons (and to perhaps have a codex that describes what each icon means). For example, a "gun icon" appearing could indicate an interrupt that involves shooting someone, and "fist icon," punching someone, etc. Also, IMHO, interrupts work better when it involves situations where the player is not actually a part of the conversation. For example, when Shepard stops Samara from killing herself, he/she has not been involved in the dialogue exchange before that moment (i.e. the conversation was occurring between Samara and her daughter).
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shodiswe
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Post by shodiswe on Sept 6, 2016 15:26:50 GMT
I think it will have more of a situational reputation check, which affects characters opinion of you and wether or not they believe you or not. Trust worthy? Ruthless enough to be a coldblooded killer? Or the reputation of a reliable saint and there might be an incline to trusting you.
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Monk
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Post by Monk on Sept 6, 2016 15:33:53 GMT
Timed dialogue, however, runs into an issue with the fact that people read at vastly different rates for a variety of reasons... taking away agency from slower readers in that they may be likely to not be able to even finish reading the dialogue options before the timer on the dialogue runs out. I think a better solution is to use a wider variety of more specific icons (and to perhaps have a codex that describes what each icon means). For example, a "gun icon" appearing could indicate an interrupt that involves shooting someone, and "fist icon," punching someone, etc. Also, IMHO, interrupts work better when it involves situations where the player is not actually a part of the conversation. For example, when Shepard stops Samara from killing herself, he/she has not been involved in the dialogue exchange before that moment (i.e. the conversation was occurring between Samara and her daughter). The interrupts are tricky business. While they exist to support BioWare's desire for a cinematic feel to the game, interrupts are an agent of auto-dialog thus removing agency from the player. This is only made more problematic through their reported increased use in MEA. Hopefully there's an option to interject text next to the interrupt icon that paraphrases what'll happen when the interrupt's activated. I know icons are useful but their lack of contextual description makes them no better than the interrupts they're representing.
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Post by shechinah on Sept 6, 2016 15:51:23 GMT
The interrupts are tricky business. While they exist to support BioWare's desire for a cinematic feel to the game, interrupts are an agent of auto-dialog thus removing agency from the player. This is only made more problematic through their reported increased use in MEA. Hopefully there's an option to interject text next to the interrupt icon that paraphrases what'll happen when the interrupt's activated. I know icons are useful but their lack of contextual description makes them no better than the interrupts they're representing. I don't consider interrupts to at all be on par with auto-dialogue or auto-action: interrupts are initiated by the player. If the player chooses to not select them then they do not occur unlike auto-dialogue and auto-action which occur without player input. The player not knowing what dialogue and action they choose to initiate is another thing entirely.
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Post by KaiserShep on Sept 6, 2016 16:11:01 GMT
I think it will have more of a situational reputation check, which affects characters opinion of you and wether or not they believe you or not. Trust worthy? Ruthless enough to be a coldblooded killer? Or the reputation of a reliable saint and there might be an incline to trusting you. ME3 does have something like this with the reputation check. Like, if you don't visit the VS, they won't trust you when you try to talk them down. The same is true, I believe, for Liara's capsule scene.
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