Refined? I hope Bethesda will sue.
Maybe CD Projekt will allow them to use "redefined" in exchange for the engine?
Refined? I hope Bethesda will sue.
Drakron said:There is something very wrong when a Hentai game ends up with more character exposition and development that a RPG.
One of the things that drives me !^&^%!@ insane is when I feel a response choice is entirely good, and yet the developers intended it to be completely evil. For example, when you start KotOR 2, some creepy old lady (Kreia) who is faking her own death pops up in a morgue and starts trying to convince you to take her off the ship. I evaluated it: I don't know her but she's real eager to be chummy with me, and she's being deceitful in faking her death, and it just so happens that she's the only living person in a ship full of bodies. OK, she's a nasty piece of work. I'll take the dialogue option for "Get away from me!"You'll no longer read the lines and select which one you want to say; now you use a dialogue wheel to choose the approach you want to take (bully, bribe, or be nice, for example), and your character takes it from there.
sheek said:Drakron said:There is something very wrong when a Hentai game ends up with more character exposition and development that a RPG.
Hentai-RPGs may well be the last hope...
Dgaider said:this is just a different way to select dialogue responses -- and one perhaps better suited to a console control pad.
Instead of having the possible responses in a vertical list that you must scroll through and select, Mass Effect's system shows the possible responses (which are short and paraphrased, not pre-set) selectable off the direction pad.
You'll no longer read the lines and select which one you want to say; now you use a dialogue wheel to choose the approach you want to take (bully, bribe, or be nice, for example), and your character takes it from there.
Twinfalls said:Dgaider said:this is just a different way to select dialogue responses -- and one perhaps better suited to a console control pad.
Instead of having the possible responses in a vertical list that you must scroll through and select, Mass Effect's system shows the possible responses (which are short and paraphrased, not pre-set) selectable off the direction pad.
Well that's all nice and glib, David, but you're omitting the salient point - namely that the responses are placed on the axes according to their 'category', thereby obviating the need to actually read them, evaluate them, think about their consequence, and make a decision accordingly.
Or are you saying the preview is incorrect when it states:
You'll no longer read the lines and select which one you want to say; now you use a dialogue wheel to choose the approach you want to take (bully, bribe, or be nice, for example), and your character takes it from there.
?
Drakron said:There is something very wrong when a Hentai game ends up with more character exposition and development that a RPG.
Azarkon said:Novels are expository in nature, after all, and not especially interactive.
themadhatter114 said:Of course, it also takes away the likelihood of someone picking the wrong thing because the dialogue choices are vague, and because they're not voiced, you have no clue regarding the tone.
This is hardly surprising, as judging by your posts, you fail to understand a lot of things, which explains why you are so excited about the innovative features in Mass Effect.aries202 said:I fail to understand whu so many of you worry about this issue. Just because there is no written dialogue in a game e.g. Mass Effect does not mean that there will not be any spoken dialogue.
You are very perceptive.As I understand this system, NPC (and PCs) will still have (lots of dialogue) - it is just not written down in a dialogue tree. You would choose, which response, emotional or otherwise, you would like, in a talk, with an an NPC. And your PC would react accordingly. The dialogue, as I see it, is still there. It is just not being written down.
Do you think it's possible that Quake is actually an RPG where skills are just not being organized in a character system anymore? Just curious.The point is that there will still be dialogue options - it is just not being organized in tree dialogue options anymore.
Jesus Fucking Christ! Didn't you say exactly the same fucking thing 3 times already? That's your only point, and we got it, so no need to repeat it over and over again, presenting it as a new point every time.Another point is that there will still be loads of dialogue in e.g. Mass Effect - just not written down, but spoken.
Finally. The retarded "it's realistic" argument.And isn't that that the way people usually interact with each other when they talk to one another ? By means of the spoken word ?
This model has absolutely nothing to do with the way people communicate in "real life". Should I explain further or would you pretend that you suddenly understand it?I fail to see what so horrible about that e.g. Bioware would want a game environment emulating (or illusioning) real life itself ?!?
aries202 said:As I understand this system, NPC (and PCs) will still have (lots of dialogue) - it is just not written down in a dialogue tree. You would choose, which response, emotional or otherwise, you would like, in a talk, with an an NPC. And your PC would react accordingly. The dialogue, as I see it, is still there.
It is just not being written down.
Slylandro said:What struck me as a fairly innovative real time dialogue system was Facade's-- you could really (no, really) interrupt characters who were talking, you could reference objects in the room, command the people directly (not that they would necessarily listen), etc-- *all using fully typed in text*. No dialogue menu, no "minigame," nothing felt like it was constrained. It was an interesting and refreshing experience. See http://www.interactivestory.net/ . It's an extremely long download, but anyone who wants to see an example of a truly next-gen way of doing dialogue should see it.
Vault Dweller said:More like, better suited for a typical consoler's brain, incapable of processing large text sequences.
You are absolutely right. That's why dialogues in Bioware's games suck. Haven't you noticed? It's been disputed here to death.Functionally, I don't know how much it differs, given that Bioware's dialogue is often written to be fairly telegraphed (option 1 is nice, option 2 is greedy, option 3 is evil, option 4 asks for more information, option 5 ends the conversation, etc.). It's not like the dialogue used to require you to read it *very carefully* and then choose accordingly.
I think that large font size requirements (due to low TV resolution and distance) gave the illusion of a long story.WouldBeCreator said:I confess I've been out of the console RPG scene for like seven years now, so I may be totally off-base, but back in the day, consoles had many more large text sequences and they tended to be much longer. Most of the game (outside of the random combat) consisted of sitting there and reading page after page (or, window after window) of not very good writing.
Like how people turn to Soap Operas.Slylandro said:. It's just that they turn to passive and simple games because there's often not much time outside of work to be spending on complicated interfaces and long sequences which force your active participation.