Dragon Age 2 and Mass Effect 2: The Conversation Wheel

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GiantRaven

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I really like the dialogue wheel approach. It makes the protagonist feel more like a character to me, rather than a husk in which I use to experience the game.

Also, nuts to Dragon Age and Mass Effect. Alpha Protocol did it best.

Mypetmonkey said:
Convo Wheel: "I can't let you do that!"

Onscreen Character: "I'll take 5 carrots please!"

That's the crux of it.
Could you give examples where the text and speech are that different? I never had that problem myself.
 

lucky_sharm

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Xaositect said:
lucky_sharm said:
There's a reason why choices and dialogue have become so limited nowadays now that games have voice acting in them. Back in old games where all the dialogue was just text you could probably make up dozens of scenarios and endings for quests. Now that voice acting is done for most games, they simply cannot afford to do all of that anymore. You just can't write 20 different dialogue options that all branch into different conversations and have your voice actors perform all of them and to do this for every NPC encounter that you have.

That picture, by the way, is incredibly overused and aggressively juvenile to boot.
Yeah, Im aware that devs are too lazy and cheap nowadays, Ive already outlined it.

By the way, I dont think "the reason why we have less choice (limited dialogue options) is because we have less choice (voiced character forced on you)" is a very compelling defence for where the RPG genre is heading.

The computers play the role in the current Bioware game, you just select the mood of the character. Even calling them "role selecting games" is overdoing it, since thats more like the old CRPGs. Now the role is almost entirely provided already leaving you to simply select the mood swings in conversations, which are now little more than cutscenes anyway.

Yes, having a more web like collection of conversation wheels would be harder to do, but thats why people play RPGs. Because they are made up of more than just "point the reticle at the waves of enemies and fire". Or at least they used to be. The future of the RPG genre is apparantly a cover based TPS with the already mentioned "mood selector".
You're missing the point. Why choices are so limited is because of money. Voice actors aren't cheap, especially when making a gargantuan game chock full of characters and dialogue.

You have no right to call developers cheap and lazy, either. Have you ever made a triple A title before? Do you own a gaming company? Have you ever lead a team of developers and game designers? Making video games nowadays costs as much as making films, which is to say that it costs shit-zillion amounts of money and making creative, ambitious titles are so risky because of that. I mean, sure, they could make it exactly the way you or a bunch of other entitled jerks want it, but they'll probably have a bit of trouble feeding their families afterwards when the game ends up flopping.
 

adrian_exec

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I think the Dialogue Wheel has its ups and downs but it has one crucial flaw compared to the old traditional dialogue system which makes it inferior.

It has no Persuade/Intimidate checks on dialogues. I don't know about you guys, but I surely miss intimidating people into doing what I want and then persuading them into giving me all their money, something that I haven't encountered yet in Dragon Age 2.
 

Hawgh

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My only problem with it is that the interpretation of the options isn't always clear, but this got a whole lot better with the added symbols of DA:2.

It doesn't really add anything to the experience, however. The Witcher had a fully voiced protagonist, and through-written dialogue lines, and that worked out splendidly.
 

RedEyesBlackGamer

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GiantRaven said:
I really like the dialogue wheel approach. It makes the protagonist feel more like a character to me, rather than a husk in which I use to experience the game.

Also, nuts to Dragon Age and Mass Effect. Alpha Protocol did it best.

Mypetmonkey said:
Convo Wheel: "I can't let you do that!"

Onscreen Character: "I'll take 5 carrots please!"

That's the crux of it.
Could you give examples where the text and speech are that different? I never had that problem myself.
Choosing "I don't work for Cerberus."
Shepard: "I'm only working for Cerberus right now."
 

ImprovizoR

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There are games like Mass Effect where all you need is a dialogue wheel with 3 choices and it works amazing. It's a character driven game with some very strong character. And the trend of voiced character was established at the beginning of the series. Now you have the world of Dragon Age. In the first one you had some of the best characters ever created for a video game. You had great character development and a great story. And all of that because you had more options and choices. First thing, you could chose one of 3 races, classes and whatnot. Second, the character was mute, thus bringing you closer to the story. In DA:O I was the Gray Warden. I made choices and I connected with those characters. That creates immersion. It's something DA2 lacks and it's quite noticeable if you played the first game.
 

Rusty pumpkin

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Woodsey said:
When you count up the responses you get on a conversation wheel compared to the old way of doing things (list with every word you say written out), its basically the same.

And whenever you had multiple ways of saying the "good" reply (for example) the other character's response was always the bloody same anyway, so you're really not gaining anything.

The only issue with the conversation wheel is that it can be a little obscure at times, but really, all that's needed to fix that is to sometimes have 4 words representing an option instead of 3.
That, and the bottom option is strange. At one point it had something perfectly reasonable as the description, yet it was still a picture of a red hammer or something. My character didn't even sound different.
 

Zechnophobe

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RedEyesBlackGamer said:
GiantRaven said:
I really like the dialogue wheel approach. It makes the protagonist feel more like a character to me, rather than a husk in which I use to experience the game.

Also, nuts to Dragon Age and Mass Effect. Alpha Protocol did it best.

Mypetmonkey said:
Convo Wheel: "I can't let you do that!"

Onscreen Character: "I'll take 5 carrots please!"

That's the crux of it.
Could you give examples where the text and speech are that different? I never had that problem myself.
Choosing "I don't work for Cerberus."
Shepard: "I'm only working for Cerberus right now."
My personal Favorites are those like:

What the Option reads: "Thanks, I appreciate it."
What you actually say: "Come to my room later, so I can congratulate you properly."

Though to be honest, this was a problem even without the wheel. I just wanted to Encourage Zevran and say he was an important part of the team! I wasn't looking for hot gay Elf Sex.

Well, I guess it isn't gay if he's an elf, but you know what I mean.
 

RedEyesBlackGamer

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Zechnophobe said:
RedEyesBlackGamer said:
GiantRaven said:
I really like the dialogue wheel approach. It makes the protagonist feel more like a character to me, rather than a husk in which I use to experience the game.

Also, nuts to Dragon Age and Mass Effect. Alpha Protocol did it best.

Mypetmonkey said:
Convo Wheel: "I can't let you do that!"

Onscreen Character: "I'll take 5 carrots please!"

That's the crux of it.
Could you give examples where the text and speech are that different? I never had that problem myself.
Choosing "I don't work for Cerberus."
Shepard: "I'm only working for Cerberus right now."
My personal Favorites are those like:

What the Option reads: "Thanks, I appreciate it."
What you actually say: "Come to my room later, so I can congratulate you properly."

Though to be honest, this was a problem even without the wheel. I just wanted to Encourage Zevran and say he was an important part of the team! I wasn't looking for hot gay Elf Sex.

Well, I guess it isn't gay if he's an elf, but you know what I mean.
Yeah, the ability in DA2 to see when you would be flirting with someone is a godsend. Shepard hit on everyone.
 

kuyo

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lucky_sharm said:
Xaositect said:
I have to admit, I saw this pic not long ago, and loved it.



I think its pretty relevant when you compare the two pics and see how much the "outdated" system destroys the fancy pants new voiced dialogue in terms of being faithful to roleplaying. One realises to push the selection to its limits, the other just plain limits it with the added bonus of not even allowing the player agency over the characters own voice in their head.

I could accept the tradeoff if the wheel led to something like a varied web, where directions on the wheel lead to completey different wheels taking conversations in different directions, but all the do is select if you want this part of the conversation to sound noble, snarky or bitchy/childish. Either way, the coversation is now a straight line rather than a series of branching directions. All you choose is if the straight line is blue, grey or red.
There's a reason why choices and dialogue have become so limited nowadays now that games have voice acting in them. Back in old games where all the dialogue was just text you could probably make up dozens of scenarios and endings for quests. Now that voice acting is done for most games, they simply cannot afford to do all of that anymore. You just can't write 20 different dialogue options that all branch into different conversations and have your voice actors perform all of them and to do this for every NPC encounter that you have.

That picture, by the way, is incredibly overused and aggressively juvenile to boot.
I say go halvesies on the thing and make certain key conversations fully voiced and have secondary conversations with the giant text-based branches. The only time I ever skip the text is when there are pages of it, and I'd be the same if it was voiced.
 

FangShadow

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I like how the wheel keeps flow. DA2 tone addition does really make it so you can see what your implying. Plus, the lessened dialog allows for easier voice acting.

However, I do like the list format simply for the ways it extends conversation and more decisions and explanation

I'm a bit torn, but I will say the dialog wheel is currently my preferred option because I have more experience with it at this point

Irridium said:
I like the old way because I like knowing exactly what my character is going to say. Rather then play "guess whats going to be said". Its just really, really annoying. However DA2 does the wheel much better then ME2. Thats for sure.

Also, it just makes "morally hard" choices simple by breaking your responses up into "Top = good, middle = neutral/just leave, down = bad". It would be better if they mixed up the choices so the top wasn't always the "good" choice.

Still, I wish more would do what The Witcher did. Have our option be exactly what Geralt will say, and have him speak it.

Bam, everyone wins. Bitchy fans like me don't have to guess what our character will say, and everyone else can hear their character speak. Add in DA2's "tone" feature that displays how you'll say something and put the symbol right in front of the lines, and you got yourself a perfect system.
I can get behind this idea. You, sir, deserve +1 charisma
 

Easton Dark

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RedEyesBlackGamer said:
Yeah, the ability in DA2 to see when you would be flirting with someone is a godsend. Shepard hit on everyone.
Even Jack to my dismay. Stupid conversations.

Turned her down right quick. They need to warn me that just starting a conversation and being polite will lead to that. Could not refuse fast enough.
 

RedEyesBlackGamer

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Jan 23, 2011
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Easton Dark said:
RedEyesBlackGamer said:
Yeah, the ability in DA2 to see when you would be flirting with someone is a godsend. Shepard hit on everyone.
Even Jack to my dismay. Stupid conversations.

Turned her down right quick. They need to warn me that just starting a conversation and being polite will lead to that. Could not refuse fast enough.
Agreed. Friendly/polite =/= interest in a person in a sexual/relationship way.
Hey! I chose Jack. I had that reaction to Miranda and Kelly.
 

DinkumFair

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So how would people feel if they added more options but it was still in the wheel format? Such as adding up and down. Making say up and down the sarcastic or snarky / crazy or chaotic versions of good and evil. Leaving the upper right and lower right to be the serious versions of good or evil. I think more options are always better, but we have to have reasonable expectation for voice acting, script writing, production budgets, etc. Eight options isn't that many more... maybe even 10 (not sure if that would work well in the 'wheel' format as it would be too crowded). You basically would end up with close to the options of DA:O but the ease of use of Mass Effect. I personally think that is the balance for RPGs... picking different options has to affect things, there has to be variety and the options have to be laid out so you can predict what your character are going to say, but realistically it also has to have an intuitive interface that keeps things flowing.

I have heard from a friend that reads all the news and rumors about bioware games that the idea of using Up and Down for more options on the wheel is a real option for future games (ME 3 specifically), but I have no clue if it is true.
 

rsvp42

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I don't have a problem with it. Played DA:O, experienced it that way, that was fine and dandy. Now I get a chance to experience the world with a stronger character that actually talks to people instead of deferring to his/her party members. I don't get why people can't like both. Both have benefits and drawbacks.

I just love story and I love it even better when it's not being hindered by a silent protagonist. Some stories work great with the ol' SP, but others just feel like they're missing something.
 

Easton Dark

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RedEyesBlackGamer said:
Easton Dark said:
RedEyesBlackGamer said:
Yeah, the ability in DA2 to see when you would be flirting with someone is a godsend. Shepard hit on everyone.
Even Jack to my dismay. Stupid conversations.

Turned her down right quick. They need to warn me that just starting a conversation and being polite will lead to that. Could not refuse fast enough.
Agreed. Friendly/polite =/= interest in a person in a sexual/relationship way.
Hey! I chose Jack. I had that reaction to Miranda and Kelly.
Did not intend to insult your choice in.......uh......women.

Atleast Miranda gave signs early on (like right after the loyalty mission) that she was getting interested; gave me a red flag to stop there, and I did not regret being nice to her. But Jack just blurts it out the first time you talk to her after her LM. I was like "You? Phhh, Tali's right upstairs". I so wanted a renegade option to turn her down, but paragon was for a serious relationship and renegade was for sex. Darn neutral Shepard.

Wish I knew the consequences of the conversation wheel, but I guess that's life, you never know how someone will take what you say.
 

Sjakie

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MiracleOfSound said:
I like the wheel in Mass Effect as Shepard is a very defined character, however I liked being able to project myself in Dragon Age and I'll miss it.
This.
If i want to built a char from the ground up in a game i will need lots of extra choices to flesh him/her out. A wheel often wont help as much with that as the 'traditional way' does.
a pre-defined character gets more benefit from it, but those characters are usually in action-RPG's like Mass Effect and not in 'old skool' RPG's.
 

Xaositect

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lucky_sharm said:
You're missing the point. Why choices are so limited is because of money. Voice actors aren't cheap, especially when making a gargantuan game chock full of characters and dialogue.

You have no right to call developers cheap and lazy, either. Have you ever made a triple A title before? Do you own a gaming company? Have you ever lead a team of developers and game designers? Making video games nowadays costs as much as making films, which is to say that it costs shit-zillion amounts of money and making creative, ambitious titles are so risky because of that. I mean, sure, they could make it exactly the way you or a bunch of other entitled jerks want it, but they'll probably have a bit of trouble feeding their families afterwards when the game ends up flopping.
Oh spare me. Most developers are greedy twats, just like their producers, looking only how to make as much money as possible from gamers. Since Im paying out of my ass for games nowadays, they get fuck all sympathy from me.

Nobody is forcing them to adopt a system where they go for the cheapest options possible that it limits creativity. They are doing it themselves.

They and you can fuck off if you think Ill be giving them sympathy because of their design decisions. I pay for the fucking games, and I can criticise as I please.
 

drunken_munki

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kuyo said:
lucky_sharm said:
Xaositect said:
I have to admit, I saw this pic not long ago, and loved it.



I think its pretty relevant when you compare the two pics and see how much the "outdated" system destroys the fancy pants new voiced dialogue in terms of being faithful to roleplaying. One realises to push the selection to its limits, the other just plain limits it with the added bonus of not even allowing the player agency over the characters own voice in their head.

I could accept the tradeoff if the wheel led to something like a varied web, where directions on the wheel lead to completey different wheels taking conversations in different directions, but all the do is select if you want this part of the conversation to sound noble, snarky or bitchy/childish. Either way, the coversation is now a straight line rather than a series of branching directions. All you choose is if the straight line is blue, grey or red.
There's a reason why choices and dialogue have become so limited nowadays now that games have voice acting in them. Back in old games where all the dialogue was just text you could probably make up dozens of scenarios and endings for quests. Now that voice acting is done for most games, they simply cannot afford to do all of that anymore. You just can't write 20 different dialogue options that all branch into different conversations and have your voice actors perform all of them and to do this for every NPC encounter that you have.

That picture, by the way, is incredibly overused and aggressively juvenile to boot.
I say go halvesies on the thing and make certain key conversations fully voiced and have secondary conversations with the giant text-based branches. The only time I ever skip the text is when there are pages of it, and I'd be the same if it was voiced.
BG2 and other games worked for me because of the mixture of depth in conversation plus the occasional cut scene with voice work. The main people in the game had a lot more voice work as well. I found it gave the right mix and kept me interested.
 

drunken_munki

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Xaositect said:
I have to admit, I saw this pic not long ago, and loved it.



I think its pretty relevant when you compare the two pics and see how much the "outdated" system destroys the fancy pants new voiced dialogue in terms of being faithful to roleplaying. One realises to push the selection to its limits, the other just plain limits it with the added bonus of not even allowing the player agency over the characters own voice in their head.

I could accept the tradeoff if the wheel led to something like a varied web, where directions on the wheel lead to completey different wheels taking conversations in different directions, but all the do is select if you want this part of the conversation to sound noble, snarky or bitchy/childish. Either way, the coversation is now a straight line rather than a series of branching directions. All you choose is if the straight line is blue, grey or red.
It's funny because it's true. It's sad because it's funny.