Forest Dweller
Smoking Dicks
- Joined
- Oct 29, 2008
- Messages
- 12,364
Cloaked Figure said:the problem with beth is that they have really good lore writers but no good dialog or quest writers.
Are they always seperate?
Cloaked Figure said:the problem with beth is that they have really good lore writers but no good dialog or quest writers.
Rhalle said:Dicksmoker said:Rhalle said:Also, I guess Bethesda missed the memo that NWN2's ending, replete with unsatisfying PC death, Photoshop-painted storyboards and a meager voice-over of player choices was perhaps the shittiest ending ever.
That's ONE ending. You can also choose the selfish ending, and they don't make you out to be a coward like in Fallout 3. It was a satisfying ending, and in my opinion the right one. And what's bad about the storyboards? It's identical to Fallout 1 and 2 endings.
I don't want to avoid your point, but let me say: I'm not into the whole multiple ending business. Just give me a good one, one without a hands-off cinematic and a pastiche slideshow telling me what I did in the game. I know what I did, dammit. I don't need the game reviewing my own actions for me like some sort of filmstrip highlight reel. Give me a real ending.
Now here's a funny that shall serve as self-conscious strawman:
Dicksmoker said:The writing in Fallout 3 is equal to and sometimes better than most of what Bioware does.
I think what remains good about Fallout 3's dialogue is what is comparably most Oblivion about it-- that is, what the NPCs actually say when the trees aren't in the way. There might be the whole multiple outcomes stuff but NPCs typically don't form any relationship with you that matters, like they do in Oblivion. However, some of the old Bethesda charm manages to survive despite all of it.
I agree with you that what Bethesda puts in the mouths of their NPCs is often much better, more interesting and more engaging than what Bioware manages; but I can't agree with that for Fallout 3 as a whole.
What was added to facilitate the branching trees--the PC choices, of course, are often horrific, pure Bioware slag: restate premise nicely, perhaps in the form of a question; express tonal uncertainty while restating premise; snappily refute premise with a dash of profanity to keep it interesting and keep your evil quotient up. That sort of junk, which doesn't always happen but is there enough, is in no way (to my mind, anyhow), better than a solidly written but linear experience like the ones that Bethesda has always offered in the past, and which I'd personally hate to see them abandon in TESV simply because doing it in FO3 made them seem like geniuses to the uninitiated and earned them huge piles of cash.
Redeye said:I recall from the Lore in Morrowind that the Dwemer had the knowledge of Sending.
Sending being something like radio communication.
This was from the story about the Dwemer that infiltrated the Dunmer inside of a construct given as a gift.
If the knowledge of Sending has been rediscovered by TESV...
oh noes!
Perhaps the Imperial Guard will have an Aetherial Resonance Wave through which it spreads propaganda.
etc etc
Instead of a PipBoy, you have a Aetheric Resonance Mandala. Modify and upgrade it with various crystals. The crystals can be like the teleporter indexes from Morrowind, as well as other things.
Redeye said:I recall from the Lore in Morrowind that the Dwemer had the knowledge of Sending.
Sending being something like radio communication.
...
Helton said:Though they were too proud to ask, Sthovin explained to them that he had been warned of their attack by a Calling by one of his men.
...
Another aspect of this legend that scholars like myself find interesting is the mention of "the Calling." In this legend and in others, there is a suggestion that the Dwemer race as a whole had some sort of silent and magickal communication. There are records of the Psijic Order which suggest they, too, share this secret. Whatever the case, there are no documented spells of "calling."
http://www.imperial-library.info/mwbooks/marobar.shtml
I've read that story half a dozen times and I never remembered that part, lol.
Cloaked Figure said:Gonna have to agree with your opinion on the linear dialogs in Oblivion, they are well done, and voice acted pretty well. Uriel Septim, in particular, was a great character. You have to admit, the beginning of Obliv actually made it seem like the rest of the game would be worth a damn.
bhlaab said:Whoa whoa whoa were we playing the same game? The intro was the first 3 minutes of Morrowind stretched into twenty and Septim looked like a child predator made out of mud, and hearing Captain Picard trying to do a Gandalf impression made me wretch. Typical "Destiny has crossed our paths... you are the chosen one!" bullshit.
Volourn said:"Also, I guess Bethesda missed the memo that NWN2's ending, replete with unsatisfying PC death"
PC didn't die in NWN2 OC. And, that was obvious. The whining about NWN2 OC ending was retarded. It was a pretty cool ending. Period.
It's called .bhlaab said:I don't know why everyone is pretending like Oblivion's dialogue system was any good
A little stable of voice actors that doing their dramatic readings is no doubt different from something more explicitly cinematic; one either connects with the weird charm of it or they don't; and if they don't, then the whole game is a loss. I'll agree with you about the literal phoning-in, to a degree. It is clear from the quality of some of the soundfiles in Fallout 3 that McDowell did literally phone bits of it in-- and not on a particularly good connection. I can't say it's as egregious anywhere else, but I don't doubt it's there. And maybe you're right; perhaps it's there a lot of it, but I never really noticed it.Barrow_Bug said:Are you fucking high to say that what Beth writes is ENGAGING? Fuck me. The dialog is derivative at best. The VO actors get ZERO direction with their performances, all of which they phone in- literally.
I want you to totally re-examine what you've just posted, it's complete horseshit.
I'm defending the way Oblivion did things as opposed to the way Fallout 3 does things, hoping that TESV doesn't abandon TESIV in order to be Fallout 3 With Swords, because I enjoyed Oblvion but not Fallout 3. And my point is that Bethesda created better NPC connections with the PC (as well as a better game overall) in their linear Oblivion mode. Bethesda's neophyte attempt at dialogue trees actually gets in the way of what they do best: directed and somewhat limited (but quirkily intimate) interactions and narrative.dicksmoker said:Huh? I honestly don't know where you're coming from on that.
The ending of NWN2 was disquieting because Obsidian might as well have flashed across the screen:volourn said:PC didn't die in NWN2 OC. And, that was obvious. The whining about NWN2 OC ending was retarded. It was a pretty cool ending. Period.
Rhalle said:The ending of NWN2 was disquieting because Obsidian might as well have flashed across the screen:volourn said:PC didn't die in NWN2 OC. And, that was obvious. The whining about NWN2 OC ending was retarded. It was a pretty cool ending. Period.
"We've run out of money for this one, motherfuckers, and even we don't know if there will be a sequel."
Steve-the-janitor's voiceover and slideshow was such a low-rent anticlimax that it wasn't apparent there was any more money left for another NWN game, ever.
With the virtue of MotB and hindisght, it looks a little better.