Real time conversations.....good or bad?

Post » Thu Nov 26, 2015 10:51 pm

You are really trying hard to push irrelevant rubbish, could you stop that? Whether it's voiced or not is irrelevant. And I never said "every conversation constantly". In fact, I said "most". I hope you know the difference between the two.

13k doesn't sound like a lot to me, especially if it's going to be the empty babbling the protagonist showed in the videos so far.

Do you have actual numbers for FNV or are you just guessing? Not that it's any important since FNV very rarely had lines on the level of "WOW THAT SURE WAS A THING".

Really? I'd wager Fallout 2 had more dialogue options than F3 and F4 combined.

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Neil
 
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Post » Thu Nov 26, 2015 6:16 pm

You have the option to select texting, this will include the players responses just as we got player response as text in previous games.

I run with text on as its faster to read

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Richard
 
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Post » Fri Nov 27, 2015 2:07 am

I actually liked having time stop during conversation so I could scroll easefully between the dialogue options and think which one to choose. When dialogue is in real time and the 2-3 worded dialogue options are floating around the screen as if the game will randomly pick one of them if I don't act quickly, I get stressed and the whole fun of choice & consequence during dialogue for me is gone.

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Shirley BEltran
 
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Post » Fri Nov 27, 2015 8:46 am

Yes 4 choices is average, however plenty of NPC has far more. This tend to be the important ones or the ones you interact with often. remember if you have 5 options one will be other options.

Add that the system looks clumsy on pc.

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Dean Ashcroft
 
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Post » Fri Nov 27, 2015 3:07 am

Not just that it feels clumsy, it has literally no benefits whatsoever. Only drawbacks. Maybe BGS sees the light and gives PC a proper dialogue options, but I seriously doubt that since the dialogue seems to be designed around the wheel thing.

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Janette Segura
 
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Post » Thu Nov 26, 2015 9:08 pm

Yeah i like it better, the paused world behind the npc your interrogating always looked...bad imo.

I wonder if it will be like in skyrim where monsters will interrupt your conversations, and if so i hope they don't have npcs stop you to start a conversation until the area is cleared

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Leah
 
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Post » Fri Nov 27, 2015 2:02 am

I'm pushing irrelevant rubbish?

Most conversations had 3 or 4 dialogue choices, but you can ignore that if you want; I mean it's not really an argument if you're going to ignore facts but that's cool I guess.

NV had ~60000 dialogue lines.

4 has ~13000 from one PC.

That's quite a lot but, again, you'll ignore facts and wager that 1 and 2 had a ton more, despite being far shorter games made with a far lesser budget. Not a very smart wager but, not that level of intelligence does not surprise me.

To clarify, in case it went over your head; Most conversation in fallout games had about 4 dialogue options, 3 is probably a safer number (Good karma, neutral, bad karma)

In 4 we see 4 dialogue options, keeping in line with past games.

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Tracy Byworth
 
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Post » Thu Nov 26, 2015 9:58 pm

IMO the zoom-to-face dialogue always felt REALLY jarring and out of place and, if the NPC approached from outside your field of vision, it was outright terrifying at times.

The real-time conversations of Skyrim was a huge step in the right direction. In my 1,000+ hours of play time (yikes) I can count on one hand the number of times it was inconvenient, which I can absolutely deal with.

OMFGFACEZOOM was horrible.

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rebecca moody
 
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Post » Fri Nov 27, 2015 3:57 am

First of....

...who will be talking while you are on attack, and nobody knows if it will be possible to talk to a npc if both of you are under attack. Perhaps in real time the npc will tell you "not now we are under attack" or something in particular.

.

.

.

.

Despite whatever, I loved it. It comes down to see if they deliver a great game and do not fumble.

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Solina971
 
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Post » Fri Nov 27, 2015 4:47 am

Yes. Name a few. Come on.

F2 shorter? Hah! Absolutely hilarious. Shorter than what, the game that's not out yet or the game where dialogue lines were more resembling tweets than actual dialogue? (that being F3 in case you didn't get that) . And you actually think that a game focused primarily on those lines,making them great and broad, had less dialogue than a game that's focused on wandering around emptying "dungeons" and wow effects? Good one, mate.

I think you're confusing Fallout with Mass Effect. I've never heard anyone claiming something as misguided as that Fallout 1/2 had good/neutral/bad karmic answers. Did you even play the games?

Keeping in line with your dreams maybe.

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maria Dwyer
 
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Post » Fri Nov 27, 2015 12:26 am

Than tell me how many lines did Fallout 1 and 2 had. Especially... how many lines did the protagonist had?

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Ian White
 
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Post » Thu Nov 26, 2015 11:28 pm

How the heck should I know that? And why is that even relevant to anything? Oh wait, I know, because BGS and its zealots prefer the quantity over quality. Ask Bethesda, they ought to know that. And I bet that's why they didn't say "we have 13000 lines for the protagonist, which is more than in any Fallout game before!" ...because, you know, it isn't.

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Rachie Stout
 
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Post » Fri Nov 27, 2015 1:54 am

One possible good point is the possibility of interruption by enemies.

Kind of immersion breaking to have a 15 minutes conversation while a deathclaws is about to tear you or the other guy apart...

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CORY
 
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Post » Thu Nov 26, 2015 9:53 pm

Think about this: Almost every line of dialogue from an NPC in prevous games was tied to a line from the player character.

13,000 lines from the PC means 13,000 responses from NPCs to your lines. Almost no lines come without a dialogue option, so that means not much more than 26,000 lines total. Less than half of NV.

What quality? Bethesda's writing is much weaker than in the non-Bethesda Fallout games.

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Heather Stewart
 
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Post » Thu Nov 26, 2015 9:36 pm

I'm hoping it doesn't force you into that cinematic camera. Todd said it could be done in first person, so I'm hoping he meant it. Otherwise, I'm fine with it being in real time.

I actually miss face zoom. The modelers at Bethesda Game Studios do a decent job and making faces convey emotion, as potato faced as they may be.

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Invasion's
 
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Post » Fri Nov 27, 2015 3:03 am

No. You are wrong. Mostly one line from the PC lead to multiple lines from a NPCs. How many NPCs in New Vegas used one liners?

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dean Cutler
 
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Post » Fri Nov 27, 2015 4:39 am

Lines does not equal sentences.

A response being long doesn't make it more than one line.

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Ashley Hill
 
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Post » Thu Nov 26, 2015 8:46 pm

So what's a line for you or per exact definition?

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Talitha Kukk
 
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Post » Fri Nov 27, 2015 6:10 am

Any words that play in a row without stopping.

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lauraa
 
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Post » Thu Nov 26, 2015 9:17 pm

I don't necessarily mind that the conversations are in real-time; I believe they will feel much more organic this way. However, I feel that the way it was executed could have been handled better. My only gripes with the entire thing is that Bethesda seems to have just copied Mass Effect's wheel-style dialogue choices where you won't actually know what the player will say verbatim.

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Lindsay Dunn
 
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Post » Thu Nov 26, 2015 5:08 pm

Yes, and if what Todd Howard said about the dynamic nature of conversations in Fallout 4 is correct, you should be able to pull out your weapon and kill that sabre cat before the conversation is concluded. I would suggest not using your fatman unless you want to kill the cat, the person you are talking to and yourself.

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Heather Kush
 
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Post » Thu Nov 26, 2015 6:23 pm

All that needs to happen to prevent you or the NPC you're chatting with from being mauled mid-conversation is to have the NPC react when danger shows up, automatically back out of conversation and deal with the threat. The problem in Skyrim was that NPCs would stand around while a dragon flew around above their head and would wait until they were engulfed in fire before reacting. I can't imagine it would be a very difficult alteration.

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Nicola
 
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Post » Thu Nov 26, 2015 5:26 pm

Todd Howard states in an interview that you can look away from a character, do whatever you want, and then when you look back the dialogue options pop back up. So it seems like a conversation never locks you in place. If trouble arrives you simply look away from the person you are talking to and deal with the problem. So I don't think you have to worry about being mauled to death during a conversation.

https://youtu.be/fD5L1SB90Sw?t=3m41s

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meg knight
 
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