Got a feeling dialogue is going to be short

Post » Fri Nov 27, 2015 5:37 pm

ok

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Bek Rideout
 
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Post » Fri Nov 27, 2015 3:12 pm



I didn't rush out and buy Skyrim precisely because I disliked the dialog/quests in FO3, Oblivion. Glad I did too, because reviews/discussion revealed how crap they are in that game. I guess I will just have to pass on FO4 as BGS has decided to go down the road of "awesome" spectacle with no substance, again.
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Quick Draw
 
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Post » Fri Nov 27, 2015 10:00 pm

Do you guys think, with the new voiced dialogue, that stuff like this will continue to exist? http://imgur.com/a/PrixJ

I find it more likely that, if your speech isn't high enough, you just wont have the option to try.

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Elea Rossi
 
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Post » Sat Nov 28, 2015 12:34 am

That's one of the saddest things about the decision to have voiced male and female protagonists. All that time, money and disc space given to their thousands of lines of dialogue that could have went into making NPC audio more varied, adding more authenticity to the world.

Bethesda seem to be forgetting what made their games so successful in the first place, it had nothing to do with "emotional stories" and ME-style dialogue wheels..

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Alex Blacke
 
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Post » Sat Nov 28, 2015 12:38 am

Really... you people should stop with this statement. That's wrong. A voiced PC don't mean less money, time and disc space to other dialogue and other content... That's not how development work...

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Anthony Rand
 
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Post » Fri Nov 27, 2015 4:30 pm

It literally does. It's an extremely expensive and time-consuming thing to develop.
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Ricky Meehan
 
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Post » Fri Nov 27, 2015 5:24 pm

Reading several short sentences can be quite exhaustive..

Are you [censored] serious?!

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Eileen Collinson
 
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Post » Fri Nov 27, 2015 9:07 pm

But it don't mean we would get more content/dialogues if the player would be mude... They most likely get a higher budget because they planned on a voiced PC.

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chinadoll
 
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Post » Fri Nov 27, 2015 3:47 pm

I honestly don't know how I feel about that. I wouldn't really know how I would feel until I've played the game for a long while.

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suzan
 
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Post » Fri Nov 27, 2015 7:04 pm

As another poster pointed out... the full line is https://youtu.be/-3nYFn-aIno?t=3m25s

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Batricia Alele
 
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Post » Fri Nov 27, 2015 11:04 am

Concise is good for dialogue. Problems seem to stem less from the voice acting and more around it being too long or writer's choosing options that are too different from what you would want or expect. Case and point - BW's games, dialogue is so NOT what you would have said in many cases. But they are story driven to the degree that you have to have voice actors because there is so much story telling. Bethesda's games have story but lots of it is in the lore and what happens in the game is pretty matter of fact. Skyrim didn't really have you go to extremes. Not really. You could play to extremes and kill a whole hold but dialogue was very matter of fact with some variations. That's how voice acting should be. The more concise, the better. It's not bioware. It's bethesda. God help us all if they start trying to model their games after bioware.

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Roberta Obrien
 
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Post » Sat Nov 28, 2015 1:19 am

Boy, I sure am glad they contracted the dialogue choices for the wheel from gargantuan sentences like that (what is that like 50 words or something?). I feel exhausted just reading that..

I think I better lie down.

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Mandi Norton
 
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Post » Fri Nov 27, 2015 5:58 pm

"Brevity is the soul of wit."

--- William Shakespeare

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Sweet Blighty
 
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Post » Fri Nov 27, 2015 9:43 am

An effective form of voting is with your wallet.

http://www.hytekgamer.com/photos/47/b1/50/47b150a83f6a90f.jpeg

Translation for those that don't know:

"What he's saying, is that, when giving advice or talking intelligently, don't talk too much. In other words, when one attempts to impart knowledge or wisdom, do so in as few words as possible; be brief. Or, to be as pithy as possible: less is more.

Of course, when this precept comes from Polonius, it may be well said, but it's an ironic joke, for Polonius is never ever brief. He presents an excellent adage, which is the complete opposite of what he himself practices. There are few lines spoken by Polonius in the entire play that could not be shortened by at least a half."

-http://www.enotes.com/homework-help/what-does-polnious-mean-when-he-says-brevity-soul-119493

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Charlotte X
 
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Post » Fri Nov 27, 2015 8:03 pm

If you actually bothered to click the link, you would know that it was said by an npc to the pc. Must be exhausting making accusations based on prejudice, and not on actual facts.

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Bitter End
 
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Post » Fri Nov 27, 2015 3:15 pm

The biggest problem I see with the dialogue choices (particularly when using the BioWare-style paraphrases) is inferred tone; "it's not what you say, but the way that you say it". This is quite important, especially now that we have a voiced protagonist. In order to help clarify your choices, I think that Bethesda may implement a "traffic light" system, where the various dialogue choices are shown in green (neutral), yellow (snarky/arrogant etc), or red (aggressive/confrontational).

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No Name
 
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Post » Fri Nov 27, 2015 10:14 pm

I liked Dragon Age Inquisition's method somewhat. It included an icon next to certain dialogue choices to provide insight as to what kind of tone you would give off. Just wish we could see the dialogue beforehand...

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Benito Martinez
 
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Post » Fri Nov 27, 2015 8:57 am

Let's look at the situation. This is a Bethesda game and they're doing the writing. The writing in Skyrim was bearable at very best, which is a euphemism. Now on top of that their is voice acting which necessitates more time and budget. I don't suspect this ending well.

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Ashley Clifft
 
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Post » Fri Nov 27, 2015 11:04 am

Less long winded banter,more shooting things
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James Hate
 
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Post » Fri Nov 27, 2015 6:41 pm

https://youtu.be/-3nYFn-aIno?t=3m25s

Well seeing as Preston Garvey is the name of an NPC, I think the assumption that it was not someone speaking to the PC is a little understandable. But I've seen enough of the dialogue system (and plenty of short sentences of spoken dialogue being contracted to three word options) to validate my prejudices anyway, so your point is moot.

Would you like examples?

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Dan Endacott
 
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Post » Fri Nov 27, 2015 5:56 pm

Yeah, tell me about it! It would have been useful at times if they'd included a "show full dialogue" option; it would have prevented all those "No, no,no, I didn't want to say that" moments. :D

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..xX Vin Xx..
 
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Post » Fri Nov 27, 2015 9:08 am

You mean the conversations had with a dog, and a robot? Or the mostly skipped over conversation between the PC and Preston Garvey? Those are the only examples of the dialogue system...

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Killah Bee
 
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Post » Fri Nov 27, 2015 9:56 am

Lol. I've been lurking for a while now just to laugh at how incredibly butt-hurt some people are getting simply because the PC talks now. And the game isn't even out yet, and on top of that we've seen maybe 2-3 mins of actual dialogue out of hundreds of hours of potential content. In my opinion that's way too little info for anyone to accurately judge anything yet. Personally I'm not bothered by it as I play these kinds of games to explore, not to talk to npc's for depth or what ever reason. Voice acting or talking PC's is the very last thing I'm concerned about. Honestly kids, calm down.
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Latisha Fry
 
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Post » Fri Nov 27, 2015 4:21 pm

^this can't wait for DOOM for that very reason

most people you ever talk too in any open world game are asshats who need to be shot anyways

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Stacy Hope
 
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Post » Fri Nov 27, 2015 8:18 pm

That response is too long. You should have posted "Less talk, more shooting" ! :D

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Janette Segura
 
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