Amount of Dialogue

Post » Fri Nov 27, 2015 5:29 am

Eh.,.. There is a different between the left and the upper sentence...? The upper one is a question what happened. The left one is to show that you don't believe all this. Thbis is a difference... Sorry if you don't see it. And whats bad about the bottom option...? I would ask the same if I meed someone who is still there after 200 years!

And yes. Everything is dead... Whole Armerica.

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Lance Vannortwick
 
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Post » Fri Nov 27, 2015 3:08 pm


Does anyone have a pic that shows the difference between each choice and what is actually said?
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Prohibited
 
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Post » Fri Nov 27, 2015 6:24 am

No since only one option was chosen with each. I also have to note that it's beyond ridiculous to take short paraphrases and somehow imagine you can judge the quality of writing from them. And I don't even think Bethesda is very good at writing but I mean really.

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Natalie Harvey
 
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Post » Fri Nov 27, 2015 7:56 am

Well, thanks to widely supported idea of voiced dialogues, the player has no way of telling what is the actual difference since the player doesn't know what is the protagonist going to decide to say. Hardly a sign of good writing or dialogue system.

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jessica sonny
 
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Post » Fri Nov 27, 2015 3:54 pm

@BoomCheese

Yeah, haha. I had an option that said ''Calm Down''. I selected that and Geralt responds ''Shut up or I will kill you too''...lol

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Kaley X
 
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Post » Fri Nov 27, 2015 3:49 am

... people really can't tell the difference between the phrases "What happened?" and "This isn't happening!"?

We really need to reinvest in reading and reading comprehension in our schools...
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Lauren Dale
 
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Post » Fri Nov 27, 2015 11:24 am

How could I possibly refuse a request phrased like that.

*It shouldn't surprise that the same or nearly identical ~shows up in FO3 or FO4, they extract what they can, like Shelob pulling the juice out of a cocooned prisoner.
The whole plot of FO3 was a mish-mash of the Fallout and Fallout 2 plots, and factions.

**I think McDowell made a mistake when he 'Americanized' the word "recognize" in his performance, but other than the script, I thought it was well done.
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Dark Mogul
 
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Post » Fri Nov 27, 2015 4:02 pm

That has nothing to do with voiced dialogues... They could have the old system and still be voiced ;)

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Sammygirl
 
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Post » Fri Nov 27, 2015 4:14 am

Previously in Beths Fallout creation engine ... A line from the player is limited to 80 chars including spaces ... from an NPC response , its 150 chars.

The 80 chars in my estimate will give us an average of 25kb per .oog file. Which loosely yields 325mb for storage space with 13000 lines. (but of course we have archive compression to reduce that)

How many lines did we see in the trailer. 20ish? over conservatively 15 minutes. So a pool of 13000 lines on that ratio yields over 150 hrs without hearing the same line. Of course that equasion is very subjective ... but atleast we can get a scope on it.

The 4 button dialogue option is obviously because of the 4 buttons present on the Xbox type controller. And an attempt to minimize the hud for immersion ... A good thing by any stretch.

Why wouldn't they have branching conversations when it called for it? But no reason to display 10 options just for the sake of having more options.

Not sure why there won't be tool tip option so you can see the full text if the paraphrase is not good enough and yields unforeseen out comes.

(certainly sounds modable)

And option to have subtitles , plus turn off voice. Would be a major oversight of dumb dumb proportions if its not there.

Pre-production a lot of us voiced our opinion about a voiced protag ... saying no ... spend the time and resources somewhere else. (with vague Idea's at best)

In the end it was their decision ... And I think they made the right one considering all angles and possibilities.

What I see happening eventually is a mod or 3rd party program to plug in , and modify the protag voice files as they stream through the engine , and tweak control player side.

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Micah Judaeah
 
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Post » Fri Nov 27, 2015 2:38 am


You do realize this isn't copied from anything right?

It's a common trait that every single story that follows the same basic premise has. Fallout 1 wasn't the first to do it, and there certainly won't be a last.

I mean, even the Borg did it, but at least they didn't have 8 minute long dialogues.

I just posted an example how the basic premise plot in each game is the same, but I guess the logical conclusion is that it's copied from fallout 1, instead of just being exactly how stories of such nature play out.

If 3 copied it from 1, 1 copied it from the Borg who probably got it from some vague piece of literature. I sincerely hope you aren't implying that such a terrible plot device was invented in 1993; that would just be willfully ignorant.
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hannah sillery
 
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Post » Fri Nov 27, 2015 4:49 pm

Except then it wouldn't make a lot of sense to show these blips instead of what the actual line is going to be.

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Jordyn Youngman
 
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Post » Fri Nov 27, 2015 11:32 am

You mean like it doesn't make a lot of sense to make these in detail judgments before actually playing it?

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Claire Jackson
 
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Post » Fri Nov 27, 2015 2:49 pm

Thanks for the clarification of what a "line" is. Helps give a better idea of what these numbers really mean.

Though on "150 hours without hearing the same line", remember that many lines will be mutually exclusive dialogue options, so you won't hear 13,000 unique lines in a single playthrough.
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Sammie LM
 
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Post » Fri Nov 27, 2015 3:37 am

Do you really believe that?

It plays out like someone remembering the Master in Fallout, after having played it once a few years before; and applying it to another antagonist.
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Danielle Brown
 
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Post » Fri Nov 27, 2015 5:18 am

Well that of course was just a ratio based on what we saw , for the pool of possibility it claims with its 13000 lines per protag pre recorded.

But how many hours do you suppose a playthrough will last? 10 hours a day for 15 days is the 150 hrs. And that doesn't facilitate the amount of reused dialogue that obviously will happen.

But again to reiterate ... this is just to demonstrate the pool of possibility , for the purpose of scope. Of course actual experience will vary.

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Ebony Lawson
 
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Post » Fri Nov 27, 2015 6:57 am


That same basic premise is exactly how every plot with a premise of converting others to an ideology or physiology goes.

It was done with the Borg, the master, Eden, and a host of other plots in any medium of entertainment.

You claimed such writing won't exist in fallout 3 or 4, and I proved exactly the opposite. If the writing is bad in the Bethesda version, it must be bad in the first game because the follows the same exact plot structure.

If 3 got it from 1, 1 got it from Star Trek, who got it from some obscure literature from the 70s who got it from someone else, etc.
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Jeffrey Lawson
 
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Post » Fri Nov 27, 2015 3:24 pm

1984 had a good one.

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Milad Hajipour
 
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Post » Fri Nov 27, 2015 3:50 pm

Sorry ... I used quote instead of edit.

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Reanan-Marie Olsen
 
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Post » Fri Nov 27, 2015 4:23 am

And it ends with them convinced into suicide? Ends with them ~in a moments span, suddenly doubting all they held true for years or decades?

This is like one student peeking over the other's shoulder in creative writing class; or more like looking through past assignments, and picking the one with the right grade, and mimicking it.
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Chris Jones
 
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Post » Fri Nov 27, 2015 10:31 am

No need for that complex , stirring of the pot to confuse.

Your video of previous fallout dialogue options is not relevent to expressed concerns of Fo4 having a dumbed down un engaging story through ... yes a different dialogue interface.

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Alberto Aguilera
 
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Post » Fri Nov 27, 2015 2:28 am

Do [please] expand on that a bit, with an explanation of why you think so.

**While I prefer Fallout's dialog UI, of course... That has no effect on the content, or how they wrote it.
(Aside from the fact that if done like FO4, it wouldn't fit the screen area given to it.)
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Baby K(:
 
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Post » Fri Nov 27, 2015 4:44 am

I signed in just to quote this. Lurker Down.

But seriously, I actually have an open mind in terms of the player char being voiced, I'm not bothered by that directly at all. However this system at least in the demo looked like it had some Commander Sheppard level of ad libbing.

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JaNnatul Naimah
 
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Post » Fri Nov 27, 2015 10:58 am

Thank you for the detailed explanation. It really helped to clear things up. I hope they implement the tool tip idea, to let us know in advance what the full dialogue choice(s) will be. Otherwise, modding will be the way to go.

Still I wish they wouldn't have wasted the money (as far as I'm concerned) on voiced protagonists. I am so disappointed they decided to go that route. :(

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Da Missz
 
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Post » Fri Nov 27, 2015 3:24 pm

It seems you answered yourself. Except I would add what I said in this thread already about tool tip.

Either its a feature they just didn't bother mentioning , or I would say its easily added.

I surely imagine they are going to have some sort of subtitle system going on ... it seems like it would be an oversight of dumb dumb proportions if its not there ... what about hearing impaired people just for example ?

But with what they have showed us so far ... Its my opinion they are showing off how un obtrusive the dialogue can be to the user experience.

And I guess maybe I was messing with ya a bit since your from across the river ... LOL :frog:

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StunnaLiike FiiFii
 
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Post » Fri Nov 27, 2015 7:05 am

The problem with voiced dialogue is the way Bethesda has substituted the lines with 4-word phrases. Hey, I'm all for brevity if it conveys the meaning and the tone of the message. But now, thanks to this horrendous system, I can hardly differentiate amongst each dialogue option. What do I gain from "Everything's dead?" (is it sarcasm or is it an exclamation?) Of course I may be exaggerating here, using this example, but once the game is released, I'm sure we'll have an ample number of examples to choose from.

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Nikki Hype
 
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