My biggest concern with voiced protagonist is...

Post » Sat Nov 28, 2015 11:25 am

If he and Geralt teamed up they could defeat all their enemies by speaking at them and making them commit boredom induced suicide.

User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Fri Nov 27, 2015 9:34 pm


That's not even remotely close to a small price to pay, fallout has been one of the few games that give that much freedom over you character. There is going to be nothing more frustrating to a player trying to play, say a money grubbing merchant who does everything for caps only to doom them to dialogue options that is outside of the character you've been building for the past 60 some odd hours
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Fri Nov 27, 2015 8:00 pm

I would have agreed in the past, except it works insanely well in W3. There were a few times where a dialogue choice ended up not being what I was expecting, but for the most part, it was fantastic. If F4 captures the emotion, expressions, and body language that W3 does, I'll want to spend most of my time watching and not reading anyways.

- - - EDIT - - -

Actually, sure, if a mod does it, I'm totally fine with that. So long as Beth doesn't need to allocate time for that.

User avatar
Verity Hurding
 
Posts: 3455
Joined: Sat Jul 22, 2006 1:29 pm

Post » Sat Nov 28, 2015 11:57 am

advlt is nice. Sounding like you're behind a microphone reading lines from a paper like an amateur isn't.

I never heard Picard say thing like that.

If they split up and take half the world each, it'd be a lot faster.

User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Fri Nov 27, 2015 11:34 pm


I'm not trying to convince anyone.
I am saying that, IMO, this rocks. :shrug:
Its not just an overly raspy voice, either. There is a lot of nuance in there, too, which I guess others may not notice, but I certainly do.

But, yes. Range.
The way I look at it, most people are going to know her from ME3, where she does a "serious" voice.
I like the idea that the VO artist they chose can be serious, sixy and even funny.
It says to me that she isn't just someone with a good voice reading some lines. She is someone that is comfortable doing "character voicing" as well- she has the chops to make the role her own.
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Sat Nov 28, 2015 3:26 am

Dialogue can't account for each and every nuance a character may have. You work with what you've been given. You may have player freedom, but you are always working with the rules and guidelines given to you by the devs.

User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Fri Nov 27, 2015 11:14 pm

You always has dialogue option 5: shoot them in the face.

if we are a bit lucky the npc follows us so we can ansver like the idiots in Skyrim who even followed you inside your house to deliver their one liners.

Now this is an perfect time for some shotgun diplomacy

User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Sat Nov 28, 2015 11:43 am

No worries at all
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Fri Nov 27, 2015 10:08 pm

The problem I have with it, is that it would seem that all conversations have neatly button mapped answers that ~if we are really unlucky, might generally lead to similar results... Like A = nice, B = haughty, C = indifferent, and D = hire. :banghead:
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Sat Nov 28, 2015 9:35 am

Why would we want a dialogue system that mostly works when we had one that always worked?

There is no logical reason for the new "holophrase" dialogue system, the previous one would have worked with voice acting.

User avatar
Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Sat Nov 28, 2015 9:20 am

I'm sure they did.

Whether the player will be able to figure out what dialogue goes with which emotion is another question. I'm not particularly fond of playing totally random mood swing manic depressive psychopathic sociopathic super paragon character. If I create a character, I have a voice in mind. Picking from the "Wheel'o Paraphrases" isn't going to use the voice I imagined, and possibly not the tone/emotion either.

User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Fri Nov 27, 2015 11:07 pm

Who cares about capricious dialogue when you can view conversations in first or third person! :ahhh:

User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Sat Nov 28, 2015 1:26 am

Just think wherever you go and whatever you do Brian Delaney will be right there with you, now isn't that comforting thought.

User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Sat Nov 28, 2015 11:59 am

Let's be honest, we probably won't see those lines at all. Those are not only all from New Vegas (by Obsidian, not Bethesda) - they are 'failure' lines, and Bethesda is likely to be using the percentage method again - seeing as their speech skill talks about 'chances'.

I hope we get the I is Scientistic type lines, but again - Obsidian's speciality. FO3 was fun but it wasn't really funny. (And the 'moral choices' were extremely polar.)

User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Sat Nov 28, 2015 6:27 am

I bet we do. I've never liked when RPGs make sure that the player sees it all; and I recall in Oblivion how the PC could see it all and be it all.
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Sat Nov 28, 2015 11:03 am

http://www.l5r.com/files/2013/11/boy-that-escalated-quickly.gif

User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Sat Nov 28, 2015 9:30 am

Disagree. This is why :P :

https://www.youtube.com/watch?v=Rq42P6rtPDw

User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Fri Nov 27, 2015 10:55 pm

To be fair Bioware are quite good at humor. Atleast the Dragon Age games.

User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Fri Nov 27, 2015 8:34 pm

dont judge something you know nothing about.if yall expect the pc to be happy all the time well cancle yalls pre order cause he probally want that would be way off charcter. he is waking up to find hess famly dead and the world we knew gone. but that dont mean he aint are charcter aint ares. they are putting you in a scenero. i like that they are trying new stuff

User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Fri Nov 27, 2015 9:19 pm

If it is that way, that's on Beth, not because they converted conversations to a dialogue wheel. F3 and FNV could have been set up the same way: choice #1 - nice, choice #2 - snide, #3 - mean, #4 - negociate

Don't misrepresent what I said - there were a few times it lead to dialogue I didn't expect. I can count those number of times on one hand among the hundreds (perhaps thousands?) of choices I had to make. And for the most part, the dialogue system worked out fantastically. That's what I said, and there's a big difference between that and something mostly working.

To be honest though, I really shouldn't respond to someone who's going to ignore half my post in favor of furthering their beliefs. There is no logical reason for the new system because you choose to ignore the ones people have stated. I even stated a couple in my post. So, to list it out in a way that you can't possibly ignore it without looking foolish, here's some logical reasons for the new dialogue system:

1) More time spent watching characters in conversations than reading text

2) Opens the dialogue system up to timed choices. This worked really well in W3 and created times when conversations got really intense. When was the last time you could say that about an FO or ES game? This will not work without shortened dialogue choices

3) Excessive and repetitive scrolling svcks, and sometimes you pick the wrong choice because of bad scrolling (likely better on console, but I played the games on PC and sometimes it's @#$%ing terrible)

4) Sometimes we would pick a choice when a better choice was there had we scrolled further

So, "there is no logical reason" is a complete lie. If you want to debate those reasons or argue that the reasons for full dialogue and scrolling choice outweigh them, that's one thing. However, all the previous points I listed are reasons and are logical. In the end, you can argue both systems have their flaws, but if F4 is anything like W3's dialogue system, I believe it will work out better based on my experience with both systems. I thought the shortened dialogue choices along with the voice acting delivered a vastly superior experience to what I saw in the FO series thus far.

User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Sat Nov 28, 2015 7:35 am

STEVE!!!!

User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Fri Nov 27, 2015 8:05 pm

Exactly.

lol

User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Fri Nov 27, 2015 10:26 pm

Another point worth making is that even when dialogue is fully written out its meaning can be unclear. Sometimes the only way to discover the full meaning of a line of dialogue is to select it and see what happens.

User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Sat Nov 28, 2015 5:50 am

When playing Deus Ex, I always saved before talking to a NPC :tongue:

Edit: Oops. Someone is reinstalling it now :hehe:

User avatar
Brittany Abner
 
Posts: 3401
Joined: Wed Oct 24, 2007 10:48 pm

Post » Sat Nov 28, 2015 10:39 am

I don't expect him to be happy all the time. If you had read my comments regarding the voice actor, you'd notice I expect him to sound bored most of the time, not happy.

And what the Hell does "but that dont mean he aint are character aint ares" mean?
1) I don't think we had to spend that much time reading previous dialogue options.
2) Personally I'm not a fan of the idea. I wasn't big on Skyrim's dialogue not pausing the world either, as it left you to be blindsided by dragons or vampires that decided to murder an entire town. If I'm initiating world building conversations, surely it is because I want the world building, not because I want that world building to be stopped by a svcker punching Deathclaw. The real time conversations mean players are going to have to pay more attention to their surroundings than before, meaning they can't pay as close attention to the dialogue, diminishing the impact of the conversations and story.

Actually, that's something I really have a problem with. Imagine Story and Combat were real people. They work as a team, sometimes together, sometimes separate. Now? Combat is going to come up to you when you're trying to talk to Story before throwing up all over your shoes and punching you in the face.

3) I'd rather scroll through 24 options than be stuck with four hot keyed to buttons. And I think any scrolling problems are going to seem trivial if the "More" idea is true, and suddenly you find yourself navigating dialogue wheels that can realistically only offer 2 choices at a time because the other buttons have to be "forward" and "back."
4) Sounds like an incredibly avoidable problem. Also just sounds like you're repeating point 3.
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

PreviousNext

Return to Fallout 4