On Dialogue Menus

Truly-A-Lie

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Nov 14, 2009
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This looks like a reason why the face buttons are kept context only in Heavy Rain, you get to move around as you usually would while having a conversation and select topics with the face buttons.
 

ccesarano

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Oct 3, 2007
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The idea would be useful for a limited amount of conversations, but not all of them. That flowchart and scripting you were discussing? Imagine that in EVERY CONVERSATION of Dragon Age. It would be completely nuts.

Plus, I also played that Leisure Suit Larry game, and if you didn't want to have to do the mini-game repeatedly you had to actually try and do it right. As such, my attention went to the mini-game instead of what was being said. While in Leisure Suit Larry that doesn't really mean much, in a game like Dragon Age you'll miss a lot of things. Like "wait, why am I going to save that twerp child that got lost in what is literally the Highway to Hell beneath the dwarven kingdom?"

Used sparingly, it could be a pretty decent tactic. However, there needs to be a few other systems in place as well. Otherwise players would likely get sick of the concept.
 

Stabby Joe

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Chipperz said:
Also, noone would be voiced by "a British guy". Everyone in Feralden has an American accent, which I'm surprisingly happy at - I'd ratherwe get American accents than awful British ones.
First off there are British accents (a narrow minded term since there are multiple British accents) in DA:O and secondly since most fantasy stories are spins on Medieval Europe, an American accent (again, what kind) would make the least sense.

As for this dialogue game idea, I'd have to try it to pass proper judgment but so far it sounds like it could overly extend conversations somewhat too much.
 

Yvl9921

Our Sweet Prince
Apr 4, 2009
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Good article. Really made me think. There are some games out there that get around this problem, like Way of the Samurai 3 or Facade (though that game brings up its own slew of problems) but I really am getting tired of the norm, now that you mention it.
 

ark123

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Feb 19, 2009
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Chipperz said:
ark123 said:
Realism in in-game dialog would fuck up ANY game beyond repair. It would mean having to stay glued to the screen trying to remember really hard whether Grey Wardens are supposed to pray for Andraste or Thor in the five seconds it takes for the NPC to ask you who you worship. Thor? Quick Load. Odin? Quick load. It would mean you'd have to remember all those 9 novels worth of content off the top of your head and know it so well you'd be able to come up with answers in real time, or your F9 (quick load, for you non DA players) key would need to be exchanged after every couple hours of gameplay.
What does piss me off is that they can't get their heads out of their asses on the Generic Character Means You Identify With Protagonist principle. We know you guys can get decent actors to perform the dialog, why the fuck can't I get a british guy saying the dialog option I just chose? I would be ten times more likely to choose the often available "How about I kill you instead?" option.
It's really not that hard to retain information about the plot. Are you really going to tell me that you can't remember that the Chantry worships the Maker, Dwarves worship the Ancestors and the Paragons and the Dalish worship the "Gods"? If someone asks you who you worship, it's going to either be The Maker, noone, or a racial choice, and none of them would penalise you.

I know that you were just using an example, but I can't think of any dialogue option I had to think about for more than five seconds. Enforcing it would add to immersion, especially if there was another line of dialogue from you saying nothing at all, even if it's just them getting more and more pissed off that you aren't saying anything.

Also, noone would be voiced by "a British guy". Everyone in Feralden has an American accent, which I'm surprisingly happy at - I'd ratherwe get American accents than awful British ones.
My point is that I'd have a better time if the player's dialogue was voiced. I have no idea why you'd think they'd have american accents (95% of medieval characters speak with british accents), but who cares.

My point was that there are several points in the game where you have to pause and consider the consequences of what you're about to say. You get to decide what happens to the blood mage, for instance. In the gauntlet, you have to answer riddles. Not to mention the times where people demand you introduce yourself, and you'd have like 0.6 seconds to say "Grey Warden", "Ark" or "Mind your business dumbass".
You can't have realistic dialogue in an RPG because the setting isn't supposed to be realistic. What if the NPC you want to talk to is doing something else? Should you stick around and wait for the blacksmith to finish tempering the sword he's working on? Should you leave the computer on and go do something else for a couple of days? How about religious people in the game, would you be ok with them never talking to you because you gave an unfortunate answer one time, and now they consider you a heretic and an asshole?
 

ark123

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If you want your every action to have this much of an impact, have the game autosave and delete all other save files after every dialogue option is chosen too. You'd have the most frustrating game in history.
 

FoolKiller

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Feb 8, 2008
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In my opinion, what Yahtzee said couldn't work (even he said that it would never happen), but the idea of having some evolution in a dialogue tree is great. I really liked geldonyetich's idea

geldonyetich said:
Of course, you realize what we're talking about here is conversation quick time events, but hey, you did want it to seem natural.
but even that can be annoying. I like hearing the story and don't really want to have to worry about pressing a button during a story sequence. Maybe story related stuff should just stick to being a cut scene.

As for comments about Dragon Age. I don't remember all that much talking to people other than my few party members. Although that may have something to do with me picking the [Kill him.] option in nearly every case.

As an afterthought, does anyone find it weird that dialogue is flagged for spelling on this forum?
 

ark123

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FoolKiller said:
In my opinion, what Yahtzee said couldn't work (even he said that it would never happen), but the idea of having some evolution in a dialogue tree is great. I really liked geldonyetich's idea

geldonyetich said:
As for comments about Dragon Age. I don't remember all that much talking to people other than my few party members. Although that may have something to do with me picking the [Kill him.] option in nearly every case.

As an afterthought, does anyone find it weird that dialogue is flagged for spelling on this forum?
Well yes, if your character is a mindless berserker you don't need to pay any attention to dialogue at all, and you can even continuously hit "Esc" while they talk so you don't even have to know the story, but that defeats the point of playing a RPG in my opinion. You're left with a mediocre strategy game.
 

DaxStrife

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Nov 29, 2007
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I remember an older adventure game, "Douglas Adam's Starship Titanic" tried to avoid the dialogue menu options with a "conversation simulator" thing, where you had to type in your questions and answers to the characters. It was basically a prehistoric chatbox and most of the time didn't work unless you phrased things exactly right, but that was 12 years ago; I'm sure someone could improve on that technology by now.
 

BloodyOne

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Mar 23, 2009
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Yahtzee Croshaw said:
...keeping the various buttons free allows players to dip in and out of conversation while doing other things, like inspecting the NPCs DVD collection or climbing over the furniture, thus avoiding those stationary-wooden-puppet conversations I hate so much.
Wouldn't it be rather difficult for the multitude of (gosh, I can't think of a witty jibe to put here) gamers who are lacking an extra two thumbs (or the coordination to use all ten digits at once)?
 

Captain Pancake

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May 20, 2009
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You know what, |I'm going to break habit and say that was a pretty good idea. It needs a few of the technical details worked out, but I like the idea of being able to move around whilst talking, obviously at just a walking pace. You could circle them whilst they talk, or if there were other actions that you had to perform such as barricading a door (purely as an example), then you could do that at the same time. Multitask, people!
 

Turbowombat

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Apr 23, 2008
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This actually sounds quite a bit like Heavy Rain. Or rather, Heavy Rain is a step in this direction. The context sensitive "dialogue options" in Heavy Rain are not direct sentences but reflections of the character's mood which steers the conversation.
 

rdaleric

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Jan 22, 2009
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The freeware game facade had a very interesting dialogue system, where you typed what you wanted to say to one member of a couple and they will respond. Have a look, it's by no means perfect but it's ehat i think the future will be
 

Lord_Ascendant

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Jan 14, 2008
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Interesting idea, but I was thinking of more typing what you want your character to say and having the machine respond in accordance....but then again it would have to recognize every conceivable bit chat....and that might be hard.
 

zamble

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Sep 28, 2009
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swaki said:
sounds like an...idea, real life conversations arent really interesting until you've had a few beers,
Then again, in the systemo of Leisure Suit Larry: magna cum laude (yay! I remembered the name I forgot on another topic yesterday!) if larry had a few beers the game would get much harder, with a harder to control sperm... Quite realistic, I suppose... Actually, I like this system a lot more than the new idea of yahtze, wich seems a little boring for the player and much more for the developer.
 

zamble

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Sep 28, 2009
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DeathWyrmNexus said:
Tears of Blood said:
I don't think this system would work well in a game like Dragon Age, I do think it needs to be done in a game that is more conversation based. It is probably why it was in LSL, you don't do much beyond babble and try to get laid with odd mini games.
That remind me of a Simpsons episode, when they show Martin (the nerd)in the arcade playing a boring conversation game, and the classicla arcade lever would be use to choose between 4 pre-detemined lines, one of those was "Tell me more about that". Too bad I can't remember the others...
Maybe this was an inspiration to yahtzee?
 

Nurb

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Dec 9, 2008
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while I do like dragon age I have to admit the dialogue system is a bit dated and getting dialogue options that only have the option of:

"On second thought, lets move on". WHHHY was the dialogue tree even there in the first place if there was nothing to say?

Though while I like where Yahtzee is going with his ideas, DON'T expect any sort of radical innovation like that from EA, Ubisoft, or Blizz-Act. They wouldn't risk anything original because they wait for smaller developers to do that, then copy them or buy them up and fire the staff.
 

Mr. Socky

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Apr 22, 2009
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That sounds like what Mass Effect wanted to be (though the sequel does look a lot better in both action and conversing) and what Alpha Protocol should be. We can hope.