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Post by Milady on Sept 6, 2016 16:25:42 GMT
I really like the gray scale. Real life is also in shades of gray and not just black and White. But.. I wonder how they are going to pull it off without any persuade skills like you saw in the old days.
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Post by shechinah on Sept 6, 2016 16:45:39 GMT
I really like the gray scale. Real life is also in shades of gray and not just black and White. But.. I wonder how they are going to pull it off without any persuade skills like you saw in the old days. I'm thinking they might do it similar to what KaiserShep mentioned above with actions or lack of action causing certain reactions. An example could be that you might not be able to choose or successfully achieve certain outcomes if you did not activate the proper triggers for it.
This could play into what they've said about there being dynamic relationships: you might be unable to achieve certain relationships with a companion like, say, friendship if you've made a certain amount of decisions that they are reviled by. Choosing certain outcomes in specific missions would add up leading to a lockdown of certain relationships path. Choosing certain outcomes that they dislike or disagree with might lock romance but not necessarily friendship while choosing certain other outcomes that they abhor might lock romance and friendship.
Basically, companions would not be reacting to an approval meter but be reacting to specific decisions.
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Post by Sartoz on Sept 6, 2016 16:56:56 GMT
<<<<<<<<<<(0)>>>>>>>>> It was mentioned before but it deserves another go. The real crux is the implementation. Whereas before we had a simple binary choice, now the game gives us shades of choices. Something like Black, Dark grey, Light Grey and White. However, do these choices actually determine path direction? Will choices of grey affect only squad mates' attitudes? The romances? NPC quests? Or, will these choices determine Helius poltics? Or, all of the above? Here is an interesting quote: “ I think now we’re moving away from that. We’ve been looking for other ways to engage more of those shades of grey; less about it being obviously being right or wrong and more about giving people a sense of choice”.
"... a sense of choice..." An interesting choice of words. = does this mean the game gives us the illusion of choice? Presenting five shades of choices certainly gives us more to choose from. Are the grey choices illusionary while the extreme ones determine path direction? Is the choice impact mechanic determined by statistical functions such as: 1. A simple probability density function f (x) ? 2. Conditional probability function P(A | <-- that's a B with a close parenthesis 3. A summation of variables ∑ = sum of black grey white choices?
What exactly does Walters mean by " ... a sense of choice..."?
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Post by Deleted on Sept 6, 2016 19:31:11 GMT
<<<<<<<<<<(0)>>>>>>>>> It was mentioned before but it deserves another go. The real crux is the implementation. Whereas before we had a simple binary choice, now the game gives us shades of choices. Something like Black, Dark grey, Light Grey and White. However, do these choices actually determine path direction? Will choices of grey affect only squad mates' attitudes? The romances? NPC quests? Or, will these choices determine Helius poltics? Or, all of the above? Here is an interesting quote: “ I think now we’re moving away from that. We’ve been looking for other ways to engage more of those shades of grey; less about it being obviously being right or wrong and more about giving people a sense of choice”.
"... a sense of choice..." An interesting choice of words. = does this mean the game gives us the illusion of choice? Presenting five shades of choices certainly gives us more to choose from. Are the grey choices illusionary while the extreme ones determine path direction? Is the choice impact mechanic determined by statistical functions such as: 1. A simple probability density function f (x) ? 2. Conditional probability function P(A | <-- that's a B with a close parenthesis 3. A summation of variables ∑ = sum of black grey white choices?
What exactly does Walters mean by " ... a sense of choice..."?
Good point. I often think the people get caught up in the appearances of being given additional dialogue choices in ME1 when, in reality, selecting the different options shown often resulted in the exact same line being uttered by the character or, even more frequently, lines being uttered that were only slightly different and whose differences had absolutely no impact on how the story progressed beyond that point. When all those lines are removed from the count, ME3 offered as many, if not more, dialogue choices although it is the game of the trilogy most frequently criticized for lacking in such choices. The autodialogue really just eliminated the act of having to make "artificial" selections only to have the character utter the same sentences regardless of the selection made. Like you, I hope that Walters is not referring to effectively putting in this artificial "sense of choice" back into the game. IMO, it's just a waste of time having to select dialogue when no selection is really being offered.
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Post by Deleted on Sept 6, 2016 19:32:48 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. Still... IMO, they are better than having TIMED dialogue. Since people read at various rates, dialogue choices that must be read really should give the player an unlimited amount of time to make their selection. In Telltale games, where the game just assumes the player wants the character to be silent after a brief pause (i.e. timed dialogue), player agency is taken away from slower readers since they are frequently not being given enough time to read and process the various choices to make a decision to have the character utter something rather than be silent.
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Post by kizanare on Sept 6, 2016 19:49:03 GMT
It also won't have gameplay, I'm told.
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Post by shechinah on Sept 6, 2016 22:15:06 GMT
When I was reading the leaked survey, I came across this:
"Building upon the rich history of strategic dialogue that has defined the Mass Effect series, you can make meaningful choices in every conversation you have with characters that impact the way your game evolves. The next Mass Effect adds deeper control over your conversations through a greater ability to interrupt and change the course of the conversation as it is happening. During certain conversations, you will be able to take action based choices, such as the option to pull out your gun and force someone to open a door instead of convincing them to do it through conversational guile. Action based choices give you more options for how you approach dialogue with characters in the game and can lead to more extreme outcomes on the story as it evolves around the decisions you make when interacting with a huge cast of NPC characters."
"Explore each individual’s backstory and develop your relationship with them through conversations and unique missions. True to Mass Effect, what you choose to say will directly affect your crew’s loyalty and relationship with you, and will open up different conversations and narrative opportunities at the end of the game depending upon how you approach each encounter."
Source: https://www.reddit.com/r/masseffect/comments/32yzxf/last_month_i_took_a_random_survey_about_mass/
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Monk
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Post by Monk on Sept 6, 2016 22:49:09 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. I see what you're saying but you don't really know what the game's going to do with the actions once the interrupt's made. You could have a "gun" icon representing "use gun" but you don't know if they're going to shoot someone, simply pull it out or use it to convince them by waving it in their faces. If it was a Renegade gun icon, i'd expect someone to get shot. A Paragon icon, i expect a lot of gun waving or just pulling it out but no further actions.
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Post by Sartoz on Sept 7, 2016 0:08:35 GMT
When I was reading the leaked survey, I came across this: "Building upon the rich history of strategic dialogue that has defined the Mass Effect series, you can make meaningful choices in every conversation you have with characters that impact the way your game evolves. The next Mass Effect adds deeper control over your conversations through a greater ability to interrupt and change the course of the conversation as it is happening. During certain conversations, you will be able to take action based choices, such as the option to pull out your gun and force someone to open a door instead of convincing them to do it through conversational guile. Action based choices give you more options for how you approach dialogue with characters in the game and can lead to more extreme outcomes on the story as it evolves around the decisions you make when interacting with a huge cast of NPC characters."
"Explore each individual’s backstory and develop your relationship with them through conversations and unique missions. True to Mass Effect, what you choose to say will directly affect your crew’s loyalty and relationship with you, and will open up different conversations and narrative opportunities at the end of the game depending upon how you approach each encounter."Source: https://www.reddit.com/r/masseffect/comments/32yzxf/last_month_i_took_a_random_survey_about_mass/ <<<<<<<<<<(0)>>>>>>>>>> Yes, I remember. If you take that marketing spiel and filter it out, it's not that much different from previous ME1-3 ones. Seems like this affects only character interactions... side stories rather than the major arc plot. Note it fails to mention Protag initiated interruptions.
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Post by themikefest on Sept 7, 2016 0:17:54 GMT
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. Shepard can still talk them down as long as the right dialogue and the interrupt is chosen. They just won't join Shepard on the Normandy Reputation has nothing to do with that scene. If Shepard talks with her, she will send Shepard an email who can invite her up for the scene. If Shepard doesn't talk to Liara, no email will be sent for Shepard to invite her up for that scene
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Post by Deleted on Sept 7, 2016 0:25:38 GMT
To be honest I remember BioWare saying this for every game they were making.
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Post by Deleted on Sept 7, 2016 1:24:34 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. As far as I am concerned a non-timed dialogue option would be the best. And anyway, I'm talking about two or three words here, the crushing majority of people shouldn't have any problem reading two words in a few seconds. (if they can't, they probably feel uncomfortable with many other mechanics) Sorry if I'm misunderstanding... but aren't you suggesting 2 or 3 words per dialogue choice available including words describing any action choices available. In ME1 BDtS for example, action options like [Attack him] were shown along with other dialogue options, including a paragon dialogue and a renegade dialogue. That is, the wheel had about 5 different 2 or 3 word phrases to be read and processed... not just one. Indeed, they may also be uncomfortable with other mechanics of the game (for example, some people on the old BSN did mention that they really needed to be able to pause the fighting using the power wheel in order to work the controls and I believe one person mentioned they were played one-handed). So, what's your point... are you saying they just shouldn't be playing? Road signage studies indicate that most people can process icons much quicker than written words. If the selection of icons are outlined in a codex, players would then have the additional opportunity to pre-study their intended meanings before beginning to play the game much like they can study the control layout before playing as well. It's not like there would be all that many different ones needed to adequately represent even all the different actions Shepard did as a result of the interrupts in ME2 and ME3.
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Post by themikefest on Sept 7, 2016 1:36:48 GMT
I wouldn't mind having timed dialogue. It was in Witcher 3. It wasn't bad. Have it for a few scenarios in the game would be ok.
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Post by Adhin on Sept 7, 2016 3:22:36 GMT
The chat icons in DAI are actually all explained in what amounted to the manual. Not in game though which I think is a problem considering digital having more prominence. Shouldn't have to hit up a webpage to see what all of them are. Some are pretty damn obvious like a red fist. But then you have a armored dude with spiky shoulders and that... means... stoic? Really? Wtf? A lot of them are pretty obvious like a side of a head with a bunch of ??? for confusion or something. Eyes with tears for being sad about shit or sympathetic.
I also don't think you would need NEARLY as many, mostly due to the nature of an interrupt. Your not going to interrupt someone with questionsa bout what there talking about. Your not going to diplomatically interrupt someone. Hard to interrupt someone kindly you know? Paragon interrupts where largely to save someone on a timer. Renegade interrupts where largely to kill or start a fight with an advantage.
Sure in ME3 you had some more nuanced ones like the whole Vega boxing thing to dodge or hit. Personally I think DA2 style 3 things would be nice. Mostly because I would love a sarcastic/joke option sometimes vs a 'shoot and/or save person'. Either way going to complex with it will I feel just be a detriment to the whole idea. They are ultimately simple and limited in nature as you are interrupting/time sensitive ordeals that generally require an action, not so much words.
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Post by shechinah on Sept 7, 2016 10:41:33 GMT
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. I see what you're saying but you don't really know what the game's going to do with the actions once the interrupt's made. You could have a "gun" icon representing "use gun" but you don't know if they're going to shoot someone, simply pull it out or use it to convince them by waving it in their faces. If it was a Renegade gun icon, i'd expect someone to get shot. A Paragon icon, i expect a lot of gun waving or just pulling it out but no further actions. Yeah but it is still an action or dialogue dependent on whether or not the player chooses to initiate it. I consider it to be more akin to poor paraphrasing or lack of indication: Basically, a dialogue wheel that has the player guessing what the individual option does based on which context it appears in. The player chooses an option but ultimately can only guess what the option actually does. I understand the agency issue in it: it is just naming it auto-dialogue or auto-action that I disagree with because that is a term I would only apply if the player has no choice. In the case of an interrupt, players can reload and not initiate it again but in the case of an auto-action or auto-dialogue, they cannot and it will occur no matter what.
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Post by shechinah on Sept 7, 2016 10:48:58 GMT
<<<<<<<<<<(0)>>>>>>>>>> Yes, I remember. If you take that marketing spiel and filter it out, it's not that much different from previous ME1-3 ones. Seems like this affects only character interactions... side stories rather than the major arc plot. Note it fails to mention Protag initiated interruptions. The text does say that it is "through a greater ability to interrupt-" by the player with examples that seem similar to what we've seen of interrupts previously like the one to pull a gun on something or persuade them through dialogue. I took that to mean this is the player initiating interrupts through the player character. I don't see why this would only affect side stories based on the text? Most of it does sound ´like what we've had in the previous but not all of it though.
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Post by Monk on Sept 7, 2016 14:13:09 GMT
I see what you're saying but you don't really know what the game's going to do with the actions once the interrupt's made. You could have a "gun" icon representing "use gun" but you don't know if they're going to shoot someone, simply pull it out or use it to convince them by waving it in their faces. If it was a Renegade gun icon, i'd expect someone to get shot. A Paragon icon, i expect a lot of gun waving or just pulling it out but no further actions. Yeah but it is still an action or dialogue dependent on whether or not the player chooses to initiate it. I consider it to be more akin to poor paraphrasing or lack of indication: Basically, a dialogue wheel that has the player guessing what the individual option does based on which context it appears in. The player chooses an option but ultimately can only guess what the option actually does. I understand the agency issue in it: it is just naming it auto-dialogue or auto-action that I disagree with because that is a term I would only apply if the player has no choice. In the case of an interrupt, players can reload and not initiate it again but in the case of an auto-action or auto-dialogue, they cannot and it will occur no matter what. I feel we're arguing over semantics because, in all honesty, interrupts, besides the Paragon/Renegade signs, gave no indication what so ever what they would do. The sense of agency was bogus because there's a small probability you knew what was going to happen. Let's take the Renegade option that causes Shepard to push the merc out the window in ME2. There's little indication that this is going to happen. I mean, i was pleasantly surprised, with the one-liner going with the action, but i had no clue that was going to happen at all.
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Post by Deleted on Sept 7, 2016 15:04:29 GMT
Yeah but it is still an action or dialogue dependent on whether or not the player chooses to initiate it. I consider it to be more akin to poor paraphrasing or lack of indication: Basically, a dialogue wheel that has the player guessing what the individual option does based on which context it appears in. The player chooses an option but ultimately can only guess what the option actually does. I understand the agency issue in it: it is just naming it auto-dialogue or auto-action that I disagree with because that is a term I would only apply if the player has no choice. In the case of an interrupt, players can reload and not initiate it again but in the case of an auto-action or auto-dialogue, they cannot and it will occur no matter what. I feel we're arguing over semantics because, in all honesty, interrupts, besides the Paragon/Renegade signs, gave no indication what so ever what they would do. The sense of agency was bogus because there's a small probability you knew what was going to happen. Let's take the Renegade option that causes Shepard to push the merc out the window in ME2. There's little indication that this is going to happen. I mean, i was pleasantly surprised, with the one-liner going with the action, but i had no clue that was going to happen at all. I thought the indications of that particular interrupt were quite clearly in the dialogue just preceding it. "You've got two ways down, express or coach." If that's not Shepard threatening to push him out the window, I don't know what would be.
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Post by Monk on Sept 7, 2016 15:09:04 GMT
I feel we're arguing over semantics because, in all honesty, interrupts, besides the Paragon/Renegade signs, gave no indication what so ever what they would do. The sense of agency was bogus because there's a small probability you knew what was going to happen. Let's take the Renegade option that causes Shepard to push the merc out the window in ME2. There's little indication that this is going to happen. I mean, i was pleasantly surprised, with the one-liner going with the action, but i had no clue that was going to happen at all. I thought the indications of that particular interrupt were quite clearly in the dialogue just preceding it. "You've got two ways down, express or coach." If that's not Shepard threatening to push him out the window, I don't know what would be. Damn me and my fading memory! Well, if they keep it that descriptive beforehand, then i'll willingly retract my "agent of auto-dialog" comment.
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Post by Deleted on Sept 7, 2016 16:08:09 GMT
I thought the indications of that particular interrupt were quite clearly in the dialogue just preceding it. "You've got two ways down, express or coach." If that's not Shepard threatening to push him out the window, I don't know what would be. Damn me and my fading memory! Well, if they keep it that descriptive beforehand, then i'll willingly retract my "agent of auto-dialog" comment. I do think there can be a bit of an issue with inserting the hints in previous dialogue in that the dialogue that provides the hint may not be selected. I can't remember the "paragon" line ahead of the interrupt (I'm a victim of "sometimers"), but I don't think it gave any indication of what would happen if the player then did the "bi-polar" flip with Shepard and used the Renegade interrupt. Some of the other interrupts were quite predictable... but only if the "right" dialogue choices were made ahead of time. Others (like the using of the omni-tool on the Batarian) were foreshadowed cinematically. I.E. There is quite an extended period where Shepard looks long and hard at the omni-tool... so one could probably predict that using that tool would be part of the interrupt, but not necessarily be able to predict that Shepard would kill the Batarian with it.) For me, a little bit of unpredictability is part of the fun... but I do respect that others don't share that feeling.
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Post by helios969 on Sept 8, 2016 10:51:53 GMT
Well in theory this is a good thing I just hope additional dialogue options are implemented better than DAI, which to put politely was inconsistent from conversation to conversation...I found the system haphazard. I'd like a system similar to DA2 but expanded to include a 4th "neutral" option. I liked the way your personality "locks in" after a certain period of time based on your previous dialogue choices, not only altering the tone of the player character but companion responses in dialogue as well. It's a system that lends itself well to roleplaying with a voiced protagonist and extends the amount of playthroughs one can pursue.
And they absolutely need to bring back interrupts because they are too integral to the ME experience. It needn't be for every personality type - just "aggressive" or "compassionate" reactions would work fine. In the end they are purely optional and it can be just as interesting not taking them.
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linksocarina
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Post by linksocarina on Sept 8, 2016 19:49:50 GMT
I think binary morality has gone out the window at this point.
The more complex "gray morality" is probably the best way to go, so tweaking or removing Paragon/Renegade is a wise choice.
In it's place, I am hoping they do a tweak to the reputation/approval system. I still maintain that the friend/rival system in Dragon Age II is the best implementation of morality so far, mainly because it's trackable statistics that have no bearing on the inklings of the character, but rather the perception of the said character by outsiders. It also rewards the player for both pathways, and doesn't say one side is inherently "good" over the other, it's up to the player to make that choice.
For me personally, I think it might be the way to go with Andromeda, reputation of Ryder, coupled with friend/rival status for companions and major NPCs.
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Post by Darth Dennis on Sept 8, 2016 20:53:11 GMT
I'm a little late to the thread, but I really think by saying 'shades of grey!' what they really mean is 'choose between two similar outcomes which don't end on much pay-off!'
Now that's not supposed to be a jab at ME3's ending, although admittedly it does sound like one. I just don't think Bioware are really capable of meaningful big decisions. For example, the rachni decision in ME3 was a bit pointless, as it just ended in a number going up or down.
Similarly, the Rannoch choice: Will you kill all the Geth, or kill all the Quarians? Whichever choice you make ends in basically the same cutscene, a squad member dying, and roughly the same number on your military strength. Or there's the save everyone option which, although it does make your hard work on those three missions you did worthwhile, just makes the whole choice seem a bit pointless.
But maybe they'll surprise me after all.
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DarkKnightHolmes
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Post by DarkKnightHolmes on Sept 9, 2016 2:31:16 GMT
Good.
All paragon/renegade system did was make Shepard one-dimensional so a bar could be filled up.
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Arcian
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Post by Arcian on Sept 10, 2016 15:32:32 GMT
It was always like that in all the 3 games. ME3 I believe was a bit more forgiving and you could mix paragon/renegade a bit. ME1 was a nightmare at times with that system. I'm thinking something like DA:I? in which you could choose whatever you want in each conversation (if the options were available that is). Yea i feel you. Imo I didnt think Mass Effect 1's system was all that bad Let me guess, you used the Lorik Qui'in glitch?
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