Recently I watched a pre-alpha gameplay video for a kickstarter project, for reference here it is:
<youtube=mb6kSyx6Cek>
What I found interesting were the new features implemented in the dialogue wheel. Basically it gives you a couple options to pick with an inner thoughts voice over so you have some idea what that dialogue is going to lead to. And then there is the feature to see what other players in the world (and your friends) have chosen. I can't recall though if the commentary expressed that there is an option to turn these off or stop repeating etc
Which leads me to compare it to the Mass Effect and Dragon Age 2 games (and any other games that have it). We know the drill, there are flaws to the way some of these dialogue wheels work but at least they are better than countless cinematic cutscenes one after the other with hardly any action in between. Because 1) it adds interactivity.
To list the flaws off the top of my head: disrupts immersion, less options (compared to list/no voice), oversimplified, and the icons (Dragon Age) to signify if the interaction is romantic/funny because there is no clear indication in the actual dialogue itself...
You can add/deduct any depending on your view but hey its hard to agree that the dialogue wheel is a perfect system.
So lets get to the discussion part of this topic. If you had to design a dialogue wheel (it might depend on the game) what features would you implement? Do you like the features in the first example? Anything you would change?
<youtube=mb6kSyx6Cek>
What I found interesting were the new features implemented in the dialogue wheel. Basically it gives you a couple options to pick with an inner thoughts voice over so you have some idea what that dialogue is going to lead to. And then there is the feature to see what other players in the world (and your friends) have chosen. I can't recall though if the commentary expressed that there is an option to turn these off or stop repeating etc
Which leads me to compare it to the Mass Effect and Dragon Age 2 games (and any other games that have it). We know the drill, there are flaws to the way some of these dialogue wheels work but at least they are better than countless cinematic cutscenes one after the other with hardly any action in between. Because 1) it adds interactivity.
To list the flaws off the top of my head: disrupts immersion, less options (compared to list/no voice), oversimplified, and the icons (Dragon Age) to signify if the interaction is romantic/funny because there is no clear indication in the actual dialogue itself...
You can add/deduct any depending on your view but hey its hard to agree that the dialogue wheel is a perfect system.
So lets get to the discussion part of this topic. If you had to design a dialogue wheel (it might depend on the game) what features would you implement? Do you like the features in the first example? Anything you would change?