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Post by Cyonan on Aug 29, 2016 16:46:20 GMT
I think you're jumping to conclusions here. Alistair could be so oblivious that he can't tell the difference between a joke and an insult (which is a problem I regularly see in real people). Alistair could be distracted by something. We already know thathe keeps secrets that gnaw at him (he's the King's son, he worries about his sister, etc.). For all we know, he has other such concerns he never mentions; they could explain a wide range of behaviours. As long as we can't read their minds, we can never know why they act as they do. This is as true in the real world as it is in the game, but at least in the real world we can get to know people better. In-game, we can only exchange perhaps a thousand words with each character. We also don't have any reason to believe that the Alistair in one playthrough is the same Alistair as in another playthrough, so we don’t get to compare his reaction to different tones for the same line. As I said before though while one might be able to wave this off for Alistair, it breaks the setting for me when there are a lot of NPCs doing this because this isn't how normal people act like in my experience. In-game we should be able to get to know characters better. That's how normal interactions with Humans work and if a game can't mimic it with decent accuracy, then it's kind of failing at the whole RPG aspect because half of it is the world reacting in believable ways. I'm assuming it's all during one playthrough. Alistair's personality becomes inconsistent which as I've said may be explainable if it were just Alistair, but it's considerably less so for the dozens of other NPCs that are going to be suffering the same thing when assuming my own tones of voice that aren't in line with what the writer's intended. People can't just decide to change how they think and even if they could, you've offered no real benefit to your way of thinking so why should they? It doesn't get me any more enjoyment out of a game to do something I consider mental gymnastics just to explain why things aren't working in the ways I expect that they should be working based on given information. Even the relatively small number of people we meet during the game shouldn't be exhibiting this kind of behaviour without some kind of explanation. It's simply not normal for Humans to act like that, so even a small group of them doing it becomes noticeable. On top of that, asking me to believe that out of everybody in the world I only ever ran into the small percentage of them that act this way is a stretch in itself. As much as Mankind Divided is probably the best game I've played this year, I suspect the frequent and mandatory action elements is going to turn you off the game.
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Post by Deleted on Aug 29, 2016 16:57:10 GMT
The game would feel somewhat basic from a presentation perspective. I'd still buy it however it wouldn't be as engaging for me. It worked in the 90's but nowadays it's a standard to have a voiced protagonist.
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Post by pdusen on Aug 29, 2016 22:10:05 GMT
I'd be seriously disinclined to buy it. The silent protagonist is one big reason I have trouble going back to older games.
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Post by Sylvius the Mad on Aug 29, 2016 23:17:43 GMT
As I said before though while one might be able to wave this off for Alistair, it breaks the setting for me when there are a lot of NPCs doing this because this isn't how normal people act like in my experience. That's just weird to me. In my experience, that's exactly how people act. Only if I get to know someone really well is this not the case (there might be 4 people I currently know this well). What do you mean here? There isn't nearly enough content in the game for us to get to know each character well. Even one character would be a stretch. Are you saying that the protagonist should get to know the characters well, even if the player can't? How would that work? I don't perceive any meaningful relationship between my real world tone of voice and the reactions other people have. Sure, extreme tones do (shouting, sobbing), but the difference between a joke and a complaint seems invisible to others. So I don't understand what effect you expect tone to have. People constantly misinterpret my tone. Does this seriously not happen to you? I consciously ignore the tone of others, because trying to guess at the meaning never seems to make things better. Thinking like someone who isn't you is the core of roleplaying. That's what roleplaying is. Without that, these are just adventure games, not roleplaying games. Why do you think they should be working that way? That you don't know what the explanation is doesn't mean there isn't one. Remember, you can't read their minds. There are guaranteed to be things about them you don't know. Not normal? This seems like a wild generalization.
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Post by Sylvius the Mad on Aug 29, 2016 23:26:38 GMT
I'd be seriously disinclined to buy it. The silent protagonist is one big reason I have trouble going back to older games. The voiced protagonist is why I can't seem to replay the newer games (or really enjoy playing them the first time). I love going back to the older games. I just started NWN again recently.
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Post by Sylvius the Mad on Aug 29, 2016 23:27:21 GMT
The game would feel somewhat basic from a presentation perspective. I'd still buy it however it wouldn't be as engaging for me. It worked in the 90's but nowadays it's a standard to have a voiced protagonist. That it's standard doesn’t make it good.
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Post by Darth Dennis on Aug 30, 2016 0:08:22 GMT
The best example for what I'm talking about is with Alistair and assuming that let's say half of the dialogue he responds to as though it were a joke is actually said insultingly while the other half are said jokingly. We'll also assume the same for the insulting lines, where half are said jokingly and half are said insultingly. This makes Alistair seems like he has multiple personalities, which is going to break the immersion for me if every NPC I hold conversations with is doing this. It's also going to make my PC seem that way as well, but that was clearly my choice. I think you're jumping to conclusions here. Alistair could be so oblivious that he can't tell the difference between a joke and an insult (which is a problem I regularly see in real people). Alistair could be distracted by something. We already know thathe keeps secrets that gnaw at him (he's the King's son, he worries about his sister, etc.). For all we know, he has other such concerns he never mentions; they could explain a wide range of behaviours. As long as we can't read their minds, we can never know why they act as they do. This is as true in the real world as it is in the game, but at least in the real world we can get to know people better. In-game, we can only exchange perhaps a thousand words with each character. We also don't have any reason to believe that the Alistair in one playthrough is the same Alistair as in another playthrough, so we don’t get to compare his reaction to different tones for the same line. They can think like that, though. I don't have some unique ability to do so; anyone can use the same approach. The number of people you actually meet in the game is so small relative to the number of people in the setting, I don't see how they're behaviour could ever be this large percentage that concerns you. I look forward to playing Mankind Divided, though I worry about the action elements. The benefit is in being able to make a joke other characters don't get, or make an insult they miss, or generally not be limited to the forms of expression to which the developers expected from you. My experience in the real world is that people often misinterpret each other. That the characters in the game don't do that is a problem. I'm having the most peculiar case of Deja Vu, right now.
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Post by xassantex on Aug 30, 2016 0:49:40 GMT
silent character , why ! It feels like watching a Charlie Chaplin movie , without the genius. might as well have a black and white Andromeda !
i stopped Skyrim and DA Origin because of that. Especially since the protagonist doesn't even move his lips, he just stands there like a dummy while i'm supposed to act out some dramatic statement , not convincing.
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Post by Nayawk on Aug 30, 2016 1:13:35 GMT
While I enjoy a voiced protag, I will say that a silent one allows for more play throughs for me.
Once I have heard the PCs voice, it is hard to shake it being that characters voice. Not saying I can't roleplay more PCs just that it is more of a leap for me than a silent protag. Which is why I loved the choice to have an english and american voice for DA:I. I can now have 4 distinct voice sets for 4 distinct characters.
Shepard suffers the most with this, for me anyway. It always weirds me out a little, and I find myself playing the same Shepard over and over because of it.
That said I do in the end prefer a voiced protag, unless you do what Secret World did and make the PC actually mute, and make it an actual plot point that NPCs mention.
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Post by Cyonan on Aug 30, 2016 7:00:49 GMT
That's just weird to me. In my experience, that's exactly how people act. Only if I get to know someone really well is this not the case (there might be 4 people I currently know this well). In your experience sure, but you've already admitted that your experience isn't really like the vast majority of people. Even if you don't see it from my way, you've got to understand that you're in the extreme minority here. Most of us learned about Human interaction through social situations. You talk about shifting margins a lot, but they're heavily stacked against you here. It's not a stretch to get to know a NPC decently well, especially over the course of a 75-100 hour game. Ironically silent protagonists would actually let you do that better because you can fit more dialogue in without having to pay a voice actor. It happens very little, and basically never for people who I talk to on a regular basis. Tone of voice, along with body language, is some of the best indicator of what the person's intentions are when you know how to read them. I feel like only focusing on the words would lead to more misunderstandings, as people are often bad at wording things. but noticing that almost every NPC is off isn't a roleplaying thing in this case. It's me noticing that the setting simply doesn't make any sense. I could roleplay through it and have my character assume that everybody is insane, but out of character it's still breaking the setting for me if it's trying to pass that off as normal Human behaviour. I can try to act like somebody else but one can never 100% escape who they are. Some aspect of you is always going to shine through in a character you're RPing, or at least for 99.99% of us it will. Because that's how normal Humans act, and the setting has never given any explanation or suggested that standard Human behaviour is different in this setting. Without the explanation, the setting is much less believable and worse off for it. The lack of an explanation breaks the setting for me and makes the entire game worse. Why would I use that line of thinking if the only outcome is to make the game worse for me? Humans are predictable to a certain degree. The field of psychology has shown us this.
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Post by Sylvius the Mad on Aug 30, 2016 15:07:39 GMT
It's not a stretch to get to know a NPC decently well, especially over the course of a 75-100 hour game. Absolutely that's a stretch. We exchange perhaps several hundred words with each character. That's not nearly enough, especially since we can't compose our own lines ourselves so we can't run decent tests. Yet another benefit of the silent protagonist. Even given that you derive no benefit from the free tone choice available with the silent protagonist, given the reduced content and the obfuscatory paraphrases, do you honestly think BioWare's voiced protagonists have been an improvement overall? I know I don't. I see no benefit and huge costs. Simply being able to turn the voice off would make the games better. You're basically telling me that you're a wizard, and that you have powers I have never seen anyone have. I've even tried to help people by explicitly telling them to ignore my tone of voice and body language, but they can't do that. So they just keep being wrong. That's not a misunderstanding. That's a failure to express oneself. Understanding involves correctly interpreting what was said, not what was meant. What was meant is never knowable to anyone outside the speaker's mind; trying to discern it is a fool's errand. This is the part I don't get. Why do you have to assume anything about them? That's the challenge in an RPG. That's the only challenge in an RPG. In the aggregate, sure. Not individually. Psychology is terrible at predicting individuals' behaviour.
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Post by garrusfan1 on Aug 30, 2016 17:19:29 GMT
It would be a s*** storm of epic proportions. DAO was okay but going from voiced pretoaginist to silent would piss alot of people off. Myself included. You don't really get as much emotion with the silent protaginist
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Post by Sylvius the Mad on Aug 30, 2016 23:29:02 GMT
It would be a s*** storm of epic proportions. DAO was okay but going from voiced pretoaginist to silent would piss alot of people off. Myself included. You don't really get as much emotion with the silent protaginist But you get a lot more player agency. Really, I just want the option to turn the voice off and get full text dialogue options.
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Post by Dabrikishaw on Aug 31, 2016 1:03:18 GMT
A silent protagonist will always offer more choices for both roleplaying and dialogue options in a game, because vocal work costs money. Mass Effect will, as noted, never have a silent protagonist, but I wouldn't take issue with a game having one.
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Post by Cyonan on Aug 31, 2016 20:02:55 GMT
Absolutely that's a stretch. We exchange perhaps several hundred words with each character. That's not nearly enough, especially since we can't compose our own lines ourselves so we can't run decent tests. This may be the case for you, but I can have a decent grasp on somebody after a single evening of talking with them. In a game like DA:O the amount of words exchanged would be in the thousands if you do every conversation. I see it as an improvement overall for Mass Effect, but it's also worth remembering that I've never really tried to RP much in Mass Effect. I was always more invested in story, and voiced protagonist is better for storytelling than silent protagonist. For the vast majority of people tone of voice and body language is extremely important in talking to other people. I can't exactly help that you don't follow the same social behaviour that the rest of us do, but you're trying to make an argument on something that most of us don't experience. The entire premise of your argument for this debate relies on a fundamental way of thinking that most of us don't subscribe to and see no reason to. I'm not here to argue over definitions of words. My working definition of misunderstanding is not getting what it is the other person was trying to convey. Your personal opinion on trying to discern intent isn't really relevant to the point because again, most people who aren't you are going to naturally do it anyway. I assume that, failing any other explanation, a Human will act like a Human. I do this because it would be ridiculous to ask for a game to tell me how every single thing in the universe works because at that point you'd need a 50000 page manual 99% of which is telling me how things in the universe work. So if it's not explained and has a real world equivalent, then it's assumed it works like the real world equivalent. It's also nigh impossible to do. Not that one shouldn't try it anyway, but the point is that 99.99% of people RPing are going to have some aspect of themselves show in the character. It's not as bad as you make it out to be once you actually deal with the person on an individual basis.
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Post by Sylvius the Mad on Aug 31, 2016 23:24:03 GMT
This may be the case for you, but I can have a decent grasp on somebody after a single evening of talking with them. How would you know? I'm incredulous because I've never known anyone to have that good a grasp on me without years of contact, and not even always then. My spouse often incorrectly assigns meaning to my tone. I've known her for 16 years. What if you don't? What about early in the game? Shouldn't the characters still be a mystery to use then? This is easily the biggest difference between us. I have no interest in being told a story, especially if there's just one to be told. I have experienced more different stories in DAO than in all of BioWare's voiced protagonist games combined. Then I would expect them to be better at it. That would mean you could misunderstand someone because they said it wrong. That's a weird way to look at it. I tend to focus on the things a person can actually do. And yet they can't explain how. That doesn't tell you anything, though. Humans are an awfully diverse group. I 100% agree with this, but it doesn't work for people, because there's no established baseline for human behaviour. Some, sure, but not necessarily any specific aspect. Any aspect can be changed. Some are more work than others. So far, the thing I've found the most difficult was changing my standard of evidence.
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Post by straykat on Aug 31, 2016 23:43:15 GMT
"I'm never wrong, Jacob. I thought you'd learn that by now."
Absolutely that's a stretch. We exchange perhaps several hundred words with each character. That's not nearly enough, especially since we can't compose our own lines ourselves so we can't run decent tests. This may be the case for you, but I can have a decent grasp on somebody after a single evening of talking with them. In a game like DA:O the amount of words exchanged would be in the thousands if you do every conversation.
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Post by Cyonan on Sept 1, 2016 9:58:04 GMT
How would you know? I'm incredulous because I've never known anyone to have that good a grasp on me without years of contact, and not even always then. My spouse often incorrectly assigns meaning to my tone. I've known her for 16 years. I know because I've been doing it my whole life. It's not 100%, but it is enough to start forming idea as to what kind of person they are. I'm not sure you're the best example, because you've admitted to being pretty much nothing like most people =P What if you don't? What about early in the game? Shouldn't the characters still be a mystery to use then?[/quote] To an extent but that's not relevant to my point because even after exchanging thousands of words they'd still exhibit the behaviour in my example when assuming certain tones of voice. I play different games for different reasons. I never saw Mass Effect as offering very good oppourtunity for roleplaying so I attached to the gameplay and story instead. I play games like Overwatch purely for the gameplay, and games like Baldur's Gate is for the characters and RP. but as I've said there is still certain set of behaviours that most of us will exhibit. If Humans were truly 100% unpredictable then society wouldn't function, at all. That's why we can have far more discussion than should probably happen around things like Han Solo shooting first or not and what that says about his character for an action as simple as shooting first or second.
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Post by KaiserShep on Sept 1, 2016 11:23:09 GMT
A silent protagonist will always offer more choices for both roleplaying and dialogue options in a game, because vocal work costs money. Mass Effect will, as noted, never have a silent protagonist, but I wouldn't take issue with a game having one. I feel like I should really explore this, because I'm a bit skeptical. I've played Origins a number of times now, and I don't recall there ever being a substantially larger number of actual dialogue options throughout. On average I saw 4 or possibly 5 lines, but most conversations with NPC's also included a standard line that allowed us to change the subject, or simply had an action line in parentheses. I don't believe my Warden actually "spoke" more than either Hawke or the Inquisitor, and that's largely due to the fact that those lines of dialogue are also always short, single sentences, obviously since the most they can ever say at any given time has to be able to fit on the menu.
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Post by themikefest on Sept 1, 2016 11:57:09 GMT
silent character , why ! It feels like watching a Charlie Chaplin movie , without the genius. might as well have a black and white Andromeda ! Ha. I would buy
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Post by Sylvius the Mad on Sept 1, 2016 14:01:52 GMT
I know because I've been doing it my whole life. It's not 100%, but it is enough to start forming idea as to what kind of person they are. I'm not sure you're the best example, because you've admitted to being pretty much nothing like most people =P I'm an individual. I find the idea of some sort of collective norm vaguely offensive. But without the established baseline (which would be based on the behaviour you witnessed while getting to know them), there's no way to tell. My point, though, was in regard to the voiced games. I would argue that the voiced games make the NPCs far too predictable, particularly early in the game when we don't yet know them well. I should not be able to decide how an NPC will react. If BioWare is going to call ME a roleplaying game, I'm going to expect to be able to roleplay in it. Do you have an example of a roleplaying-accessible game that isn't 18 years old? I wish there were a documented list of this set of behaviours somewhere. Has anyone written it down? I'm not saying they're 100% unpredictable. I'm saying that no one prediction can be made with 100% confidence. So the failure of no one prediction breaks the character. Humans are complex. We do them, and outselves, a disservice when we fail to imagine them complexly.
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Post by Sylvius the Mad on Sept 1, 2016 14:04:42 GMT
A silent protagonist will always offer more choices for both roleplaying and dialogue options in a game, because vocal work costs money. Mass Effect will, as noted, never have a silent protagonist, but I wouldn't take issue with a game having one. I feel like I should really explore this, because I'm a bit skeptical. I've played Origins a number of times now, and I don't recall there ever being a substantially larger number of actual dialogue options throughout. On average I saw 4 or possibly 5 lines, but most conversations with NPC's also included a standard line that allowed us to change the subject, or simply had an action line in parentheses. I don't believe my Warden actually "spoke" more than either Hawke or the Inquisitor, and that's largely due to the fact that those lines of dialogue are also always short, single sentences, obviously since the most they can ever say at any given time has to be able to fit on the menu. If they'd stop voicing the NPCs, as well (I objected to the full VO for NPCs during DAO's development), we could have much longer conversations. I favour the NWN model, where the NPCs are voiced just for their opening one or two lines, to help establish personality, but thereafter are silent.
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Post by KaiserShep on Sept 1, 2016 14:23:59 GMT
Oh Science, that'd be turrible.
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Post by Cyonan on Sept 1, 2016 21:15:54 GMT
I'm an individual. I find the idea of some sort of collective norm vaguely offensive. We're all individuals, but we're also not all that unpredictable either once one gets to know said individual. For most of us, anyway. The baseline is established by spending time with them. The more dialogue, the more accurate it becomes. The mystery from not knowing them comes from having an inaccurate picture, which is corrected over time. You can't decide how a NPC will react with a voiced game. Not unless you metagame by looking it up on the internet. Personally I find Liara in Mass Effect just as predictable as Eder is from Pillars of Eternity. It doesn't change that one is from a voiced game while the other is largely silent. The industry doesn't use a 20 year old definition for RPG that was never even agreed upon back in the 90s. If you're going to be inflexible in that definition, then any misunderstandings as a result of that is kind of your own fault. By the definitions we use now, Mass Effect is by modern standards a RPG and does allow for some roleplaying(just not enough in my opinion for me to really care, but that's a personal opinion and a personal choice to focus more on gameplay and story). Pillars of Eternity, Shadowrun Returns series, Divinity: Original Sin are all recently released RPGs. Upcoming we also have Tides of Numenera and Tyranny. I would argue that right now is a better time for old school RPG fans than any point since the mid 2000s around the time AAA RPG developers started trying to attract wider audiences. Kickstarter has been amazing for RPGs in particular. I've never argued that one failed prediction breaks a character but rather a string of them. I may only have a ~16.67% chance to roll a 6 on a 6 sided dice, but if 1000 rolls later I haven't gotten a single 6 then I'm going to think "Hey, maybe this dice isn't weighted properly" because even though it is theoretically possible with a perfectly weighted dice, it is statistically extremely unlikely. I'm not going to be thinking that if on the 10th roll I haven't gotten a 6 yet, though, because that's still within reasonable doubt.
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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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Sylvius the Mad
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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 Sept 1, 2016 23:16:30 GMT
We're all individuals, but we're also not all that unpredictable either once one gets to know said individual. I had thought you were saying that we weren't unpredictable even before that. As implemented so far, though, we can predict NPC behaviour immediately upon meeting them because the icons and wheel position give it away. Sure I can. I can tell they're going to react as if I'm being diplomatic, or as if I'm flirting. The tone icons somehow allow the protagonist to express himself unambiguously every time. That's especially problematic when I want to be ambiguous. The "I WIN" buttons in ME further exacerbate this problem by allowing the player to force the NPC to agree with the protagonist. Definitions that fluid are useless. The definition of the genre should apply as much to a modern CRPG as it does to a tabletop RPG from the 1970s. Excellent examples. Thank you. I wanted you to mention some because you'd been relying on Baldur's Gate as an example, and using an example that old makes the genre look old-fashioned or obsolete. I really need to play D:OS. Shadowrun Returns was excellent. Didn't love PoE, though - too story-driven. That makes perfect sense. But you wonder if maybe your assumptions about the fairness of the dice were correct. You don't question all of reality. What you describe here is exactly how I deal with unpredictable NPCs.
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