MicoSelva
backlog digger
Even dropping the "good" part. Do such games (PC games using dialogue wheel) exist?Angthoron: give me an example of a good PC game that uses a dialogue wheel.
You know full well that I can't
Even dropping the "good" part. Do such games (PC games using dialogue wheel) exist?Angthoron: give me an example of a good PC game that uses a dialogue wheel.
You know full well that I can't
Made for controllers, with no room for long sentences or more than 6 replys...Why the hate for dialogue wheel? It's just a visual representation...?
Made for controllers, with no room for long sentences or more than 6 replys...Why the hate for dialogue wheel? It's just a visual representation...?
How?the other item it presupposes is that the dialogues are going to be voiced,
since, if they aren't voiced, why would you bother creating such a system to begin with?
Voice-acted games presuppose lower volume of text and information because VA is costly, and the storage of VA data takes a fair amount of space.
This further limits the amount of possible responses and dialogue options, and world-reactive c&c that can easily be filled by textual feedback but not by voice.
At which point what you have is no longer a good RPG.
Agree here, I'm not arguing for a dialogue wheel for D:OS, I simply don't find enough reason to despise it.Furthermore, for a cRPG such a dialogue UI is pointless simply because we have a mouse to click with.
Again, I point to Alpha Protocol, a game that has some of the most deep and complex narrative reactivity of any game.
What does being cinematic and popamle has to do with its narrative reactivity?
Case in point, Obsidian (who value such things as dialogue) in-house engine Onyx uses dialogue wheel.
What does being cinematic and popamle has to do with its narrative reactivity?
It has everything to do with it. Alpha Protocol is a game that's arranged into discrete mission chunks. You don't wander around the world at will, talking to whatever NPCs you want whenever you want, killing whoever you want to kill, doing whatever you want to do. It is much easier to create "reactivity" with that constraint.
It's an apples and oranges comparison. I can't believe I have to tell you this.
Bad example on my part.Engines don't come with dialogue wheels. Onyx can use whatever dialogue system Obsidian wants to code in it.
6 choices with the wheel? More like 5^layers_of_investigate+1! Please, bring this infinitely powerful mechanism to D:OS.
That doesn't make any sense when the reactivity spans across these "chunks". You say as if reactivity is contained within this discrete mission chunks, and that's patently false.
And I have to repeat myself a second time that I'm not making any comparisons. My argument has nothing to do with if the wheel is suitable for D:OS type of games. Only that you can have a complex dialogue system with the wheel.
Yes, the main difference is that the graphical representation is obnoxious when it comes to the wheel. Not only we can only see a limited number of options at a time, but also they must be rather short.I don't really see much difference between the wheel and interactive text - only their graphical representation differ.
Remember the aliens in KotOR and how they used the same alien speech loops over subtitles? I wonder, in a lower-budget game, what people would think if you had the vast majority or even all characters speak that way. You wouldn't have the boringness of having just blank silence, but you'd also have the ability to convey emotion through tone of dialogue, if not the words themselves. In fact, I suspect KotOR II used more non-English-speaking characters specifically to stretch the budget out more to save it for more significant characters. It's not so different from having Baldur's Gate style "speech blurbs" to go along with conversation text.Dialogue wheel makes a lot of sense in fully voiced games, such as Mass Effect. You do not want to show players full sentences in dialogs in games like this because all the voice-work for the PC would go to waste. Who would wait to hear the PC speak his part if he already knows what is going to be said?
Instead You choose one or two words and pray that Commander Shepard says something vaguely resembling Your choice = instant awesome exciting gameplay.
Bullshit until proven. Give at least a few examples of games with more reactive dialogue. I should note that the major characters in Alpha Protocol can all change (live or die, be friendly or antagonistic, etc.) based on the player's choices, that many individual conversations or sequences can be completely different based on what a character thinks of the player, the order in which the player has gone through the story, that lots of specific decisions made have specific consequences at various points in the story, modified by the other above factors, and so on.Alpha Protocol's dialogue is "complex" and "reactive" only when compared to other games with the same type of linear popamole structure. It's relatively simple structure allows the designers to reduce the number of inputs and outputs in the dialogue segments, hence dialogue wheels.
Remember the aliens in KotOR and how they used the same alien speech loops over subtitles? I wonder, in a lower-budget game, what people would think if you had the vast majority or even all characters speak that way.
Bullshit until proven. Give at least a few examples of games with more reactive dialogue.
That doesn't make any sense when the reactivity spans across these "chunks". You say as if reactivity is contained within this discrete mission chunks, and that's patently false.
No, that's not what I meant. Those linear chunks still simplify the game's reactivity. If you don't understand why this is, I'm not going to explain it you. Hint: Age of Decadence uses teleportation for the same reason.
And I have to repeat myself a second time that I'm not making any comparisons. My argument has nothing to do with if the wheel is suitable for D:OS type of games. Only that you can have a complex dialogue system with the wheel.
But you have to make comparisons.
Alpha Protocol's narrative structure is anything but simple, its complexity and reactivity is comparable to games such as P:ST, MotB, and New Vegas, even if the approach is different.Alpha Protocol's dialogue is "complex" and "reactive" only when compared to other games with the same type of linear popamole structure. It's relatively simple structure allows the designers to reduce the number of inputs and outputs in the dialogue segments, hence dialogue wheels.
Alpha Protocol's narrative structure is anything but simple
I know what you mean, but it doesn't excuse the silliness of what you said.That's not the point. I'm not saying Alpha Protocol isn't reactive. I'm saying the game's constrained structure allows it to remain reactive while using a simplified/streamlined dialogue interface - the dialogue wheel.
What if you could start the game, immediately go up to Yancey and blow his brains out, as opposed to being allowed to do such things only at plot mandated moments? What if you could do things like that, at will, any time you wanted? How would the dialogue wheel deal with that number of inputs?
It's easier to be "reactive" when you have a reduced possibility space to be reactive within.
http://www.youtube.com/watch?v=sh-HDrLS_doPLEASE GOD NO, I hated alien voice overs in KotOR. A whole game full of them? Holy jesus.