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Post by Deleted on Apr 10, 2017 17:35:09 GMT
In addition to my previous response, another thing to consider is that the paraphrasing allows the specific dialogue delivered to change depending on some of the decisions the player has made prior to that point in the game without Bioware having to also program a change to the textual dialogue wheel. These subtle "behind the scenes" changes happen in the Trilogy, often depending on how renegade or paragon Shepard is at that point. If you want a few different YouTube playthroughs, you'll soon start spotting places where the dialogue wheels appear the same and the players do select the same option, but Shepard actually delivers different lines of dialogue. Sure, it's a convenience for them that, no doubt, saves on production costs and probably limits a number of potential bugs. If the visual dialogue wheel had to change to display every line possible at every point in the game regardless of the player's choices to that point, the odds of the wrong wheel displaying at the wrong point to in the wrong situation would go up astronomically. Torment: Tides of Numenera has enormous amount of lines depending on previous replies, choices, skills and Tides (the karma system). In most of cases (I haven't seen mistakes), it shows right options. ME:A is a triple-A title and might be able to achieve the same (without VA, though). If the text shows the exact line and there is no voice... how do you know for sure it's showing the "right" option for the circumstance or just one's that is OK? There is nothing that has to match. If a VA'd title shows the exact line and the line that is said is different, then you would instantly know that there was a mistake happening.
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Post by Qui-Gon GlenN7 on Apr 10, 2017 17:52:54 GMT
Some of the responses in KoToR were hilarious. One time when I was playing a snarky character and Bastila, once again, called me out in public to fear the dark side my character responded something like "Give me some warning, blink once for light side and twice for dark side". I just howled laughing at that one. I miss stuff like that and so far it's completely missing from ME:A. Ha! Reminds this one time, I was hanging out collecting food for Bantha at the Sand People enclave. I brought it to homeboy, and said, "Look, I have your fodder."
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Post by Hawke on Apr 10, 2017 19:34:10 GMT
Torment: Tides of Numenera has enormous amount of lines depending on previous replies, choices, skills and Tides (the karma system). In most of cases (I haven't seen mistakes), it shows right options. ME:A is a triple-A title and might be able to achieve the same (without VA, though). If the text shows the exact line and there is no voice... how do you know for sure it's showing the "right" option for the circumstance or just one's that is OK? There is nothing that has to match. If a VA'd title shows the exact line and the line that is said is different, then you would instantly know that there was a mistake happening. NPC lines has to match player's (and vice versa) and circumstances. So, if I saw a line (from an NPC or in the possible replies) mentioning a decision I didn't make (or a skill I didn't have), it would indicate a mistake. Edit. Forgot to mention, Fallout 4 with the "Full Dialogue" mod made the dialogue system quite convenient, both intonation and the exact words were shown.
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Post by Deleted on Apr 10, 2017 19:49:37 GMT
If the text shows the exact line and there is no voice... how do you know for sure it's showing the "right" option for the circumstance or just one's that is OK? There is nothing that has to match. If a VA'd title shows the exact line and the line that is said is different, then you would instantly know that there was a mistake happening. NPC lines has to match player's (and vice versa) and circumstances. So, if I saw a line (from an NPC or in the possible replies) mentioning a decision I didn't make (or a skill I didn't have), it would indicate a mistake. Edit. Forgot to mention, Fallout 4 with the "Full Dialogue" mod made the dialogue system quite convenient, both intonation and the exact words were shown. Sure, sometimes you would be able to tell if there was a mistake; but not all the time. My point is the VA adds another layer of matching that needs to be done and the moment a line is voiced that wasn't exactly as shown, it would be noticed by the player. It probably can be done flawlessly, but I still wouldn't enjoy it as much. My bottomline is that I like it when my PC occasionally spouts off something that I didn't quite expect when I made my selection. It's a GAME and that makes it feel more like a GAME... and not just me trying to write my own story within the confines of someone else's artwork. I find this sort of "mental dance" with the developers inputs far more interesting that straight RP.
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Post by psychomunkay on Apr 10, 2017 20:10:11 GMT
Weird, most of my conversations are just a bunch of odd looks as the camera continues to jerk back and forth from person to person.
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Post by lastpawn on Apr 13, 2017 5:49:14 GMT
Here's a better example: Choice: "You are someone." <= supportive, friendly, camaraderie What Ryder actually says: "You're someone to me." <= indicating romantic interest NOT AT ALL THE SAME. What was the icon indicator for it though? If the indicator was casual, then I wouldn't expect the romantic line. However, if the indicator was the heart one, I'd definitely expect a romantic line; particularly if Ryder had been somewhat flirty before that point. The line said may be one of those that changes if the player had been cold or mean to that NPC prior to that point or had, in some other way, made it clear that there was never going to be any romantic interest in that particular NPC. No icon indicator. It was one the left during one of those "choose left or right, no icon" moments.
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Post by Deleted on Apr 14, 2017 13:13:32 GMT
What was the icon indicator for it though? If the indicator was casual, then I wouldn't expect the romantic line. However, if the indicator was the heart one, I'd definitely expect a romantic line; particularly if Ryder had been somewhat flirty before that point. The line said may be one of those that changes if the player had been cold or mean to that NPC prior to that point or had, in some other way, made it clear that there was never going to be any romantic interest in that particular NPC. No icon indicator. It was one the left during one of those "choose left or right, no icon" moments. Well, then I can understand your issue with it. Possible way they could improve on the system would be to ensure an icon appears for every selection so the player can better anticipate what might actually be said from the paraphrasing. I still prefer the paraphrasing to seeing the actual lines though.
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Post by Conquer Your Dreams on Apr 14, 2017 13:15:37 GMT
I miss badass renegade lines... f y Reyes, die b...
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