Mass Effect Style Dialogue Discussion

Post » Fri Nov 27, 2015 12:36 am

Not at all. Fallout will be Fallout always no game will change that. But I wanted a voiced protagonist at least I didn't even think about implementing mass effects dialogue wheel into fallout. I'll be able to adapt easy to the new dialogue system because i'm used to it playing mass effect.

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Bethany Watkin
 
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Post » Fri Nov 27, 2015 5:43 am

Uh, no. Shortened dialogue options means I can quickly assess the meaning of what my character is about to say without having to read all of it before hearing it. It has 0 impact on controlling what you say (no different than what's in F3 or FNV) or affecting character development.

A reduced number of dialogue options certainly does though and is something that absolutely affects role-playing capabilities and is not something I want at all. I think you misunderstood me, or you're just flatly wrong - one of those.

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Darren Chandler
 
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Post » Thu Nov 26, 2015 9:26 pm

You guys are going to be blown away if it's shown they hired more than two voice actors, but instead got around 6-7 based on your character appearance and age. I don't want to see a chain smoking, black male sound like a young 20 year old white male with a generic voice.

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scorpion972
 
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Post » Fri Nov 27, 2015 1:17 am

While a loss of some dialog options would be lamentable, I do want to highlight how amazing it is that Bethesda have implemented a proper shot/counter shot camera to the dialog. I can't stand that stilted stare the previous games forced us into.

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Eve(G)
 
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Post » Fri Nov 27, 2015 4:34 am

Todd was actually talking about the VA that did the male and the VA that did the female in the post show interview. So I think it is only two VA.

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Joanne Crump
 
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Post » Thu Nov 26, 2015 3:53 pm

According to Dragon Age Inquisition devs, the entire DAI game had 88,000 lines of dialogue, and that totaled around 1 million words. 13,000 just for the PC seems like it could be solid. I'm curious how many lines just for the PC in DAI.

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oliver klosoff
 
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Post » Fri Nov 27, 2015 2:49 am

I'm not to concerned with quest mods, honestly. I've never used them for Morrowind, Oblivion, Fallout 3, Skyrim, or New Vegas. Besides, I'm sure with 13K lines of player dialogue to pick through, modders can cherry pick responses to fit most quest situations.

I'm surprised I don't see any mention from someone yet as to the reason Todd gave for having a voiced protagonist. He stated it was because of the focus on story. When asked what their biggest focus and improvement in FO4 was over previous games, he listed storytelling.

And yes, I think I'll get a lot more emotionally invested with the story with a voiced protagonist. It worked for Mass Effect and Dragon Age.

As for the 4 dialogue options, I LIKE the style of "Choose an intention, and then be surprised by the actual dialogue the player speaks." I don't like picking the exact wording and then hearing that exact wording repeated. It feels more dynamic and exciting to me, and lets me be surprised. As long as the intention of what I am choosing is clear, I don't care if I can't see the exact wording beforehand, and prefer it that way.

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Kari Depp
 
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Post » Fri Nov 27, 2015 6:01 am

I don't mind it if it's good.

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oliver klosoff
 
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Post » Thu Nov 26, 2015 6:42 pm

Now that we know there are only two voices, I really hope we can just turn it off, but I'm not sure we'll be able to with the limited dialogue option descriptions. With the voiced lines I'm assuming the conversations will play off the detailed responses of the player character, and it's not clear how that would be communicated with the voice turned off.
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Bonnie Clyde
 
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Post » Thu Nov 26, 2015 11:12 pm

DAI was cross gen too, this is current. Could only imagine how much is in Fallout 4 in terms of total dialoge.

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Emzy Baby!
 
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Post » Fri Nov 27, 2015 1:31 am

I'm looking forward to how it works out, honestly.

If anything it might be able to help tell a more impactful story. Give it some emotional oomph.

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Monika
 
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Post » Thu Nov 26, 2015 8:37 pm

Does the PC's voice acting really matter in mods? VO has never been that great in fan made content (if it even existed). I'm sure the classic "silent with subtitles" will work perfectly fine for both the NPCs and the player.

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Cool Man Sam
 
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Post » Fri Nov 27, 2015 5:39 am

Imagine for once being able to tell someone to f--- off in full voice.

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My blood
 
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Post » Fri Nov 27, 2015 4:54 am

Which is exactly why Todd said they went with a voiced protagonist.

The scenes with your Dad in FO3 would have been a lot more emotional if we heard an actual conversation between the two when they spoke, instead of emotional Liam on one side, and silent clicking of sentences on the other.

In hindsight, this isn't much of a surprise. If you are at a point where EVERYONE else in a game series is voiced, it becomes silly not to do the same for the player.

I'm actually excited for ACTED scenes. It appears we'll get to see our player move around (which should look awesome with all our layered and modded armor) and act out dialogue and responses. So we won't only get to tell someone to "F--- off!" in full voice, we'll probably get to see our player shove the NPC. Or just walk off. Or as Todd alluded to, just pull our gun and shoot them in the face mid-sentence.

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Rachel Hall
 
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Post » Fri Nov 27, 2015 7:11 am

Its really not big of a deal, and really people should be expecting this to happen. A lot of other devlopers are having the protagonists VA'd and not just Bioware, its becoming a standard in gaming. just like how we progressed from reading text dialog into hearing voice acted NPC's. Im going to with hold my judgement on this concept in general until I see how it plays out, but it does seem here in a few years we may see very few "silent protagonists"

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Nicholas
 
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Post » Fri Nov 27, 2015 5:54 am

Ooooh, renegade interrupts in Fallout...

"Here's the deal, loner, you either work wi---"

Shot in the face.

Player: "...So...Anyone else with any ultimatums they wanna make? I still got ammo left..."

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LuCY sCoTT
 
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Post » Thu Nov 26, 2015 4:41 pm

Anybody who is drawing conclusions about the limitations of dialogue from ONE revealed conversation with a single robot NPC really needs to take a deep breath and a revaluation what you actually know.

We don't know that conversation is limited to 'four dialogue options' based on a sample of one. The next NPC you ran into could have ten. Lets leave our composition fallacies at home.

One brief conversation with one addled robot tells us nothing about the story or the writing. How about actually playing it before you proclaim it a lost cause?

Todd said we could converse in first or third, and I have no reason not to take him at his word at this point in time. We don't know what button presses or menu settings the player made during the demo, so we can't say whether the perspective change in the conversation was automatic or deliberate.

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Nicole Mark
 
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Post » Thu Nov 26, 2015 3:24 pm

The people on this board complaining about dialogue simplicity are people who display malapropism in their posts. Ironically funny.

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Ezekiel Macallister
 
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Post » Thu Nov 26, 2015 4:25 pm

Not a fan of it, but everything else far outweighs it.

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Alex [AK]
 
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Post » Thu Nov 26, 2015 9:29 pm

It really bothered me that kind of style. Please bring the classic one
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Ludivine Dupuy
 
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Post » Fri Nov 27, 2015 4:45 am

yeah, If people would have watched the post show it was mentioned that the voice actors had been at this for TWO years, Thats alot of dialogue. People just like getting upset i think.

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des lynam
 
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Post » Thu Nov 26, 2015 10:28 pm

I dont understand why a voiced character is so bad, it is the same, there is just a voice now.

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Maddy Paul
 
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Post » Thu Nov 26, 2015 10:50 pm

I don't really mind, obviously with text you can tell a more in depth story and conversation's etc, but the new game play mechanic's are more important for me.

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Ysabelle
 
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Post » Thu Nov 26, 2015 11:49 pm

dialogue is a gameplay mechanic.

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Phoenix Draven
 
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Post » Thu Nov 26, 2015 7:12 pm

I have no problems with it at all, 13000 different lines and around 2 years in the studio doesn't sound like its going to be tacked on idea and has had some serious work and thought put into it.

To "This shouldn't be in the game because its a fallout game" camp (and this goes for every topic I see this argument) Why shouldn't "x" be in or out, surely there would be even more complaints if it was just fallout NV 1.5 and there was no progress or development to the series and they just rehashed a game and tried to sell it for $60.

Beth have gone and built what looks like a great game and in my opinion done everything fans have been screaming at developers to do for years. They went and looked at what the fans loved and added on to the games that they built in the past with the mods, and implemented those ideas into the game for you, they haven't messed about teasing a game 2/3 years ago a drip fed information about it, they've just said hey guys look at this we are pretty much done, little bit of polishing left you can have it soon. give it a rest please.

As for the people so concerned with mods the games not even released yet. im sure there will be more than enough lines of audio that are fairly generic which can be used, and no one has yet stated that the voiced protag will be a forced issue, better yet how about one of the modders makes a mod to disable it?

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^_^
 
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