Yeah no?Sonic Doctor said:Yeah no.
The Dialogue Wheel got rid of the archaic choice listing of old. The listing didn't give much variation for finding the dialogue choice I wanted for the response I wanted.
List example:
1.) You are a bad guy, I sorta don't like you.
2.) Not sure if you are a bad guy, I'm not sure if I like you.
3.) Look a bad guy, I'm more bad, but I still will do away with you.
4.) Questions to determine if bad guy is bad.
5.) Other questions.
That list is a gray area. You have a sort good choice but it is hard to tell, a puzzled rather that than a neutral, and something could be intended to be bad but sounds partially good. Then you get the questions, and some times those questions would change the conversation permanently so you couldn't go back.
Other times they would add more than just three answers to it and spread them even thinner on the ambiguous gray area. I would have to spend 3 to 5 minutes deciding which one would give me the outcome I might be looking for, and many times it didn't, I had to load and do the whole long conversation again. This eats up precious game playing time, and breaks the flow of the game and story.
With the Dialogue Wheel, if I want to be good, I always pick the top right dialogue answer, middle for smart-ass/neutral, and the bottom right for the forceful bad/evil opinion. The questions are delegated to start on the left and can enter a section that fills up five places on the ring and I get five questions that further the story and then I can always come back to the main alignment answer. A player can hit and see every question and dialogue piece that fits with his or her alignment. Players can immediately find the dialogue choices they want. Instead of studying the choices for minutes and sometimes having to end up restarting from the last save, players get what they want fast and be able to keep the story flowing and the game moving.
I have a four year English degree and I took many classes on storytelling. A writer shouldn't over complicate things with too many choices in thinking and confuse the reader with ambiguity. The faster the points are shown for the people reading and experiencing the story, the more enjoyable it is. Those were words to live by for a writer from my old creative writing professor.
The DA:O dialogue makes things ambiguous and makes things uncertain for the reader/viewer on what could happen. Such things can ruin stories. I know it mess up how I view stuff in that game. That is why I liked DA2's the storytelling better.
Actually I was classifying myself as a Bioware hater. Well, not now, but if Bioware pulls an EA all over ME3 I will be since I very much dislike Bioware after what they did to DA with DA2.Juggern4ut20 said:Is this a joke? What you wrote there isn't a fact. The ending to DA was half-assed is an opinion. There was static text blocks on a slide show, yes, but that was the epilogue not the ending. And what do you mean "everything pretty much being explained"? Everything was explained before you got to the slide show. Since there was so many different endings to the game, you couldn't really create that much content for the aftermath after the defeat of the archdemon. Maybe if you explain yourself a little you wouldn't come across as a whiny 'bioware hater', who just discovered how to swear.Ian Caronia said:The ending to DA was half-assed, with everything pretty much being explained through static text blocks on a slide show. Fact.
Also, DA2 was not bad because of the ending, it was bad because of the entire plot leading up to and including the ending.
That is not how it works in the writing world these days, though I don't think it mainly worked that way in the past. Of course it is about the journey, without the journey(the majority of the book) you don't have a book.Ian Caronia said:When writing a story there is no such thing as "it's about the journey, not where you end up". That's stupid and if an author even mentions that NEVER read their shit because they obviously don't care about the endings they write.
I agree with the idea that if they do not make DA2 an exception, instead of the norm for the series, I will probably give up on it as well. I did not mean to jump down your throat, but you did come off as a little hostile. As for the DA:O ending, what you are talking about is a stylistic choice. They could have done that yes, but i think they wanted to have a 'throwback' feel to the game back to when RPGs did end with slide show-esque captions of what happened, the two series that come to mind are Baldur's gate and Fallout off the top of my head. I think that bioware's attempt to make an old school style RPG is what made Dragon Age: Origins great, so you might have to take the bad with the good on that one.Ian Caronia said:DA:O had an ending, but I was still shocked they actually closed off with a slide show explaining the events post gameplay ending (trying not to spoil),which is why I say it's half-assed. Couldn't be bothered to show me dwarves going about their lives sunder new management? Couldn't do a small pan over the dalish camp to show how they're doing? Ugh
How does the dialogue wheel make the ordering any less neat? If anything it's now a lot more clear what each dialogue option does, and with a quick glance at the icon you can see in which style the answer is presented.BlackIvory said:The conversation wheel doesn't really make it bad, but the format of how its built, with good>snarky but still good>bad options allways laid out the same way, with icons even to tell you which is what, that DOES feel dumbed down (and I'm not one to throw that around, I don't think the combat was dumbed down here, I just preffere the isometric view).Cowabungaa said:How on earth does a voiced protagonist and the conversation wheel make the game bad?
I would much rather have severall diaoulg options with a neat ordering so you dont even have to read them and think about their consequences
Fair enough about Anders, he did play a very pivotal role. However, in the end it was the protagonist who decided how to deal with that catastrophe.Juggern4ut20 said:voiced protagonist
Weak? No, it's meant to make the dialogue flow more smoothly. Instead of having tons of odd pauses making dialogues look even more weird and unnatural than that they already are (as happened loads of times in DA:O), a player can now quickly choose an option based on how they want their character to be.dialogue wheel
I didn't think the writing was bad at all, not super stellar either but quite solid nonetheless. I prefered it over DA:O's clichéd "sole savior of the world" story actually.writing and combat
This guy said it perfectly. The whole game is a giant, steaming pile of bland. There's nothing about it that really stands out, for good or ill (aside from the all of 5 different dungeon maps). Everything about it is bland and forgettable.Arontala said:It's mediocre at best. It's not bad, necessarily, but it's not good, either.
No harm done! I was kinda frothing at the mouth when I looked back, but thank you. : )Juggern4ut20 said:I agree with the idea that if they do not make DA2 an exception, instead of the norm for the series, I will probably give up on it as well. I did not mean to jump down your throat, but you did come off as a little hostile. As for the DA:O ending, what you are talking about is a stylistic choice. They could have done that yes, but i think they wanted to have a 'throwback' feel to the game back to when RPGs did end with slide show-esque captions of what happened, the two series that come to mind are Baldur's gate and Fallout off the top of my head. I think that bioware's attempt to make an old school style RPG is what made Dragon Age: Origins great, so you might have to take the bad with the good on that one.Ian Caronia said:DA:O had an ending, but I was still shocked they actually closed off with a slide show explaining the events post gameplay ending (trying not to spoil),which is why I say it's half-assed. Couldn't be bothered to show me dwarves going about their lives sunder new management? Couldn't do a small pan over the dalish camp to show how they're doing? Ugh
First, the dialog wheel, while it has its pluses, did more harm than good to the game, IMO. It put what felt like more of a limit (even if it functionally did not) on what kind of responses and choices you could make, plus I didn't like the fact that you got shoehorned into "Snarky cynicist", "Paragon of Virture" or "Bloodthirsty Psychotic". In DAO I could at least pretend my character had said something with a different inflection or tone to more match what I was trying to say.Cowabungaa said:I didn't think the writing was bad at all, not super stellar either but quite solid nonetheless. I prefered it over DA:O's clichéd "sole savior of the world" story actually.
But you're right about how the combat is a lot more streamlined, though I have to disagree about the console-part (people should so stop that). I played DA:O on the PC, and the difference in feeling wasn't so much in the controls (which haven't changed all that much) but pure in the speed and flow of it. But the way you give orders, decide on which tactics to use, place AoE's and glyphs all basically worked the same as in DA:O. It just flowed a lot better, felt less sluggish. That and they made the combat even more dynamic. All classes had a lot more options to choose from, and they only expanded on DA:O's skill-combo's.
You're right about the kill animations though. Shame they didn't put those in, but I have no idea how it's a 'major indication in the tone and direction they took'. The main difference it could show is gore, be it not that even without the special melee kill animations I still had bodyparts flying over the place. Thanks Merril!