DoctorNarrative
Patroling Written Words
- Joined
- January 28, 2011
- Messages
- 1,830
Yes, a truly perfect pic. I hope it gets broad internet attention.
- Joined
- Jan 28, 2011
- Messages
- 1,830
What a useless and childish reactions.
Why bashing each other so much. yeh the game is different. but not ""bad"" bad.
It's like playing chess with someone that swipes the pieces off the board every turn.
enemy-attracting dummies
But so was practically every other dialogue system ever developed by Bioware. You always had the obvious good and bad choices, and the fluff questions which had basically no impact on the course of the actual dialogue. It's only more transparent now.I am a defender of this game but the dialogue system is truly atrocious.
But so was practically every other dialogue system ever developed by Bioware. You always had the obvious good and bad choices, and the fluff questions which had basically no impact on the course of the actual dialogue. It's only more transparent now.
The picture may generate instant "lulz", but its bias and reliance on uncritical nostalgia is quite obvious. I am pretty sure you can find an equally stupid dialogue screen in PS:T within Anna's romance dialogue. Even worse, there is tons of generic anime message #3 "believe in yourself to achieve your dreams" type of dialogue in PS:T.
The implication that "RPGs then" were like PS:T is also flat out wrong. PS:T is still one of the most unique games ever created. No other RPG has even come close in terms of offering a similar amount of interesting dialogue options.
Choosing a scene out of the game's endgame content, which is one of the high points of the whole game, to compare it to a gay romance dialogue is also not very objective.
This whole thing reminds me of the "outrage" over the "I am looking for my father. Middle aged guy." dialogue in FO3. The funny thing was that there is an equally stupid line in FO1 in the first dialogue with an outsider about the water chip. And in FO1 this person even has a helpful answer.
The fact of the matter is RPGs and video games in general have always been childish and stupid. I don't have a problem with that. In fact I'd rather embrace my own stupidity and childishness than live in a world of make belief elitism and vanity.
I've been banging my head against this very wall for the last 5 years, and I've said as much about Avatar (re-skinned Dances With Wolves + aliens). So much time and effort is spent in pushing the technological envelope that the story and character development take a back seat.
Even worse, there is tons of generic anime message #3 "believe in yourself to achieve your dreams" type of dialogue in PS:T.
Dez, nice! JDR13, you've got to look at indies to scratch that horror film itch (just like RPGs). Check out House of the Devil and Splinter.
What do you mean 'in case they didn't have something'?i bought a bunch of keys there and in case they didn't have something, i'd get my money back. nothing to lose.
I don't think there is anything wrong with condensing dialogue. Actually, for Bioware RPGs I think it's the way to go, because as I wrote earlier their choices have always been binary and you can usually tell before looking at the options what your actual choices are. I also think that it enhances immersion. I always find it strange to pause in a dialogue to slowly weigh each option against each other. In Mass Effect 2 I very often found myself choosing my next answer while the dialogue was still in full swing, this usually made the whole experience feel a lot more natural. And when I abstractly compare how I "play" dialogue in DA:O to ME2, it really isn't that much different. In both I usually go through all the "investigate" options and then make my choice. I feel that this is the way Bioware has always encouraged players to play their dialogues, so I really don't see anything wrong with them using the "wheel". But I also rarely imagine my hero actually voicing the dialogue option I choose, maybe our playing styles are just too different.Captain Buzzkill said:You're overlooking the fact that, on the whole, the dialogue options in PS:T were very well done, with a few lines that sounded ridiculous, whereas the dialogue wheel that Bioware has developed, by design, must condense thoughts and expressions to their most basic ideas, and it makes for some very dumb-looking choices. It breaks immersion. I would have much rather kept the dialogue from DA:O, because I could have created my character's voice in my head, and I wouldn't have to put up with clunky dialogue wheel choices.
I think Bastila was great. In all seriousness, though I think with DA:O Bioware has improved considerably over KOTOR, JE and ME. And while ME2's romances might not have had much of an emotional impact, the characters you can romance are at least interesting.Captain Buzzkill said:Go play through the romance in BG2 and BG:ToB with Jaheira or Viconia, and tell me if there's any romance that BioWare has developed since then that has the same amount of depth and emotional impact.
what i meant was exactly that - if i paid and it happened they ran out of keys, they would send me full amount back.What do you mean 'in case they didn't have something'?
If you're buying keys from a legitimate source then they should all work. The only reason to offer a guarantee would be if the key source was dodgy and there was a risk of a key being blocked or wrong or something.
Could be worse:The dialogue choices in a Bioware game have always been like this
a) Do you want us to help you?
b) We'll help you - but it's gonna cost you some money
c) No way - them fighting words
d) Tell me more
Here you have nice, not so nice, and combat options and the investigation options.
The dialogue wheel is just another way of organising these options. When I played the demo, I had no trouble identifying these 3 basic dialogue options that do exist in any Bioware game - all the way back to Baldur's Gate.