Make "understandable" dialogue choices an option

Post » Wed Dec 02, 2015 10:21 am

So the cat's out of the bag that we have dialogue options displayed kinda like Terminator HUD from the first movie, "YES/NO/OR WHAT?/**** YOU" pretty much literally. There's no need to try, I know I hate this from all the games that did it before like Alpha Protocol and Deus Ex HR. You mess up and select something irrelevant, have to quickload. But I also understand the "SKIP THE DIALOGUE ALREADY" crowd so all I'm asking is having the proper choices written in meaningful sentences, even if summarized, as an option selectable from the game menu. The subtitles of those lines should already be done so I doubt it'll be a great effort to do it. It makes for a massive difference in the game experience, I believe it's not much to ask something like Telltale games do. A short sentence that gives the gist of it at least.

Even if not at launch, I'd like it with a patch.

And even if Bethesda doesn't care about this, I hope that somebody will mod it in as subtitles should already be in the game files.

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Krystina Proietti
 
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Post » Wed Dec 02, 2015 9:57 pm

Good luck with that. It'd be fairly easy once the editor comes out(sometime next year). However, I doubt many folks would be interested in doing it. Simply because touching that many quests/dialog options is very likely a bad idea, if you plan on running lots of mods.

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Richus Dude
 
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Post » Wed Dec 02, 2015 10:22 pm

My personal opinion is the best dialogue/conversation in any game I've ever played was in the original Deus Ex, released in 2000.

You picked exactly what you wanted to say from a descending list and your character said exactly what you said. Simple and gives you complete control over everything you say.

The system may be 15 years old, but it still works.

Just my two cents.
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Rachael Williams
 
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Post » Wed Dec 02, 2015 2:29 pm

Agreed on that but people tell me that they get bored if they first read it and then wait to hear it all. I disagree but I can sympathize. That's why I asked for it to be an option so everyone can enjoy it their way.

It's a big deal really and I don't understand how it generates so little discussion when people are so fixated on graphics and stuff when dialogues play a big part for any RPG gameplay.

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amhain
 
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Post » Wed Dec 02, 2015 7:13 pm

My issue with this is now with a voiced protag, we read the option first and then he says it? Seems really redundant to me. So contextual responses and then the protag voices a response based on that makes sense to me. Either way, someone will mod out the voiced protag and just make the subtitled responses options at some point

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Louise Lowe
 
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Post » Wed Dec 02, 2015 7:20 am

In one of the Dragon Age games, I seem to recall they put a little icon next to their dialog choices so you would know if a choice was 'aggressive' or 'funny' or 'romantic' and so on. They had different icons for different ~intentions~ and sometimes there would not BE a funny option, for example, and sometimes there would not be an aggressive option, or whatever. But you could tell by looking at the icon what ~kind~ of response your character was about to make.

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matt
 
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Post » Wed Dec 02, 2015 3:45 pm

yeah that is from the Dialogue wheel of DA2.

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bonita mathews
 
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Post » Wed Dec 02, 2015 9:17 pm

Pretty much just one or two words is all we get. And it's impossible to tell if I say 'sarcastic' if that is a joking sarcasm or mean sarcasm or surprised sarcasm, etc. Worthless. Completely totally worthless dialog choices. Freak I'm beginning to hate this game already.

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Marie Maillos
 
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Post » Wed Dec 02, 2015 9:51 pm

In all of the Fallout 4 demos I watched, the meanings of all the different dialog choices seemed clear to me. I don't see how adding more words would make them any clearer.

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Helen Quill
 
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Post » Wed Dec 02, 2015 10:43 am

DA2 did that with their voice PC and was somewhat useful even if there were problematic times. But yeah, better than nothing.

Though I have to say I agree with LeBurns too, what kind of sarcasm really? I'd rather have a WYSIWYG option with all this. I want to know if I have condescending tone or not.

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Silvia Gil
 
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Post » Wed Dec 02, 2015 12:12 pm

The problem I am having with this is that you always need to pay full attention to what is being said. You can not deduce, what your conversation partner said by looking at the answers you can give.

kingsword had a pretty good example: You decide how you want to end a quest and what you get is: Feral?/Yes/No/Unsure. Now the meaning is quite clear I agree, but if you missed what the guy was aying you have no idea what the heck is going on. And of course, I have no idea how the PC is going to answer anyway because I can not judge that by four words. Dragon Age and Mass Effect at least gave you small sentences that portrayed the meaning of the answer.

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James Baldwin
 
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Post » Wed Dec 02, 2015 12:33 pm

In my opinion the inclusion of the new dialogue system is not only the worst new feature in Fallout 4, but it's only going to be beneficial to the most casual and passive of the Fallout 4 demographic.

I also think it was ridiculous that some people were claiming that we couldn't infer anything about the dialogue system because we only seen one conversation (with codsworth).Bethesda's PR has been extremely controlled and judicious, they were not going to show something that flies in the face of the intended experience.

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BRAD MONTGOMERY
 
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Post » Wed Dec 02, 2015 3:13 pm

Yeah the ones that just want to get past the dialog so they can go shoot something just aren't going to care.

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Steve Bates
 
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Post » Wed Dec 02, 2015 10:27 pm

I do not think anyone in FO3 or NV skipped much dialogue in the first playthrough. The shooter game was bad, and it was clearly an RPG with action elements. It is the quests and the worlds that kept the game interesting, not the mechanics. So I am not really buying that casuals kill Fallout Dialogue.

If you played Fallout I daresay you listened and read quite a lot.

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Alexis Acevedo
 
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Post » Wed Dec 02, 2015 8:18 am

Yes, and you do not have an repeat that again option either.

Now one option might be to walk away, after some time the dialogue should reset.

Note that this might be relevant because of stuff happens, you start to talk to questgiver however an animal has followed you and you get an fight during the dialogue and did not get anything of it.

or real life stuff interrupts you, in neither cases you get the question.

This is also an weakness with the tree system. You have to add and remove subjects all the time without never breaking it and player can leave at any time. Yes this was also an issue in Skyrim however here the bookkeeping was just to add and remove topics at quest stages.

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Kayla Oatney
 
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Post » Wed Dec 02, 2015 7:16 pm

Spoiler
Saw some more footage this morning. I did see where someone selected a choice, got the response, backed away and then walked up to them again and the four choices where back but the one selected earlier was darkened. Not sure if that meant you couldn't select it again or if it was just telling you that you've already selected it.

But I must say that going by the choices given, and then the response ... I would have never guessed that's how the dialog was going to go. It was as bad if not worse than DA2. I can already tell I'll be quick saving before every single dialog, go through all the options reloading, then reload again and select the actual option I want. For people that want to get into the role-play and the story this FO is really going to svck for them.

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Mizz.Jayy
 
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Post » Wed Dec 02, 2015 10:07 pm

I know I'm strange, but I'm going to have to actually play the game before I judge the dialogue system. Yes, you are right ... being able to speak credibly and from an informed perspective is a little old fashioned in our modern reactionary world, but I'm old fashioned that way.

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Josh Lozier
 
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Post » Wed Dec 02, 2015 2:36 pm

I've NEVER had a problem with this kind of dialogue system. Maybe my reading comprehension is just really good but I'm always able to infer the message and tone from the option I'm selecting.
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Jason White
 
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Post » Wed Dec 02, 2015 7:29 pm

Maybe it's just me..but whether it's voiced or not. Full lines to read or not, I still often end up choosing the wrong thing to say. I read the line as funny or sarcastic and oops.. Turns out I read the line wrong in my head. In all games that have extensive dialogue, I quick save before I talk to someone. This is basically something I've been doing since Planescape Torment. I don't see how this game will be any different than any other game.

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lillian luna
 
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Post » Wed Dec 02, 2015 8:46 am

Those of us who've seen the leaks have seen way more conversations than the one we saw officially. It really is that bad.

But can you at least understand how this would be frustrating for many fans? Even if it doesn't bother you personally?

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Jessica Stokes
 
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Post » Wed Dec 02, 2015 7:56 pm

My only beef is that a great item or reward that lies at the end of a convoluted dialogue tree can be easily missed by picking one seemingly benign choice vs. another along the way.

The trouble is you have no clue how your responses can lead to very nice (or bad) results.

I get that taking the "nice guy / bad guy" path is obvious enough. But usually, the other 2 options are fairly obtuse.

Anyone remember how specific one had to be to get the ray gun from that kid NV?

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Music Show
 
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