What can Bethesda learn from the Witcher 3?

Post » Fri Jan 29, 2016 2:21 am

So you basically want Bethesda to write and produce games that are exactly like games that are already being produced by other developers (i.e. Bioware, CD Projekt Red, etc...).



What is your suggestion to replace the dialogue wheels? Does it make a real difference if you choices are in a wheel or in a list? All games with dialogue have to give you some sort of limitations on your options.

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Maria Garcia
 
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Post » Fri Jan 29, 2016 9:12 am

Preston the hated?

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Alexandra Ryan
 
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Post » Fri Jan 29, 2016 1:33 am

But, of course, there is not creativity of character design in Witcher at all. You are Geralt. That's it. Ultimately, no matter what choices you make, you are Geralt and you act like Geralt.



Don't get me wrong, I love Witcher 3, but the quests were just repetitive claptrap and you choices meant nothing. Sure it was pretty, but the mechanics were boring and the lack of customization was irritating.

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FoReVeR_Me_N
 
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Post » Fri Jan 29, 2016 7:39 am

What do you mean exactly like BioWare? Or like CD Projekt RED?


Bethesda Game Studios never had dialogue wheels before Fallout 4 in the video games that they developed.



Bethesda Game Studios had choices and consequences in the quests storylines in The Elder Scrolls III: Morrowind. Killing a important quest NPC('s) would give you a pop up message saying "With the death of this character the story is severed", there are slaves you can free in The Elder Scrolls III: Morrowind, a bunch of the side quests tell great stories as well.



Both The Elder Scrolls III: Morrowind and The Witcher 3: Wild Hunt have lots of options to click and read from the dialogue.

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Crystal Birch
 
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Post » Fri Jan 29, 2016 12:00 pm


While it's not something that the Witcher does something that Bethesda games REALLY REALLY need to do is stop with the immortal NPCs and give us much more freedom, for games that tries to sell the "freedom" angle the games after Morrowind have become incredibly restrictive and linear within individual mission lines, one game Bethesda could really learn a lot from is Arcanum, and while we are at it more interactivity in the environments, allowing us to destroy doors with explosives and whatnot would be an excellent start.

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kelly thomson
 
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Post » Fri Jan 29, 2016 3:10 pm

You're going all the way back to "Morrowwind" now?



Good grief, that's almost a decade and a 1/2!



What, exactly, is your problem with the way that F4 dialogue is working?



Sure, you can't be a [censored] bag like in the prior Fallout's. You can be sarcastic, you can be friendly, you can be indifferent and you can be positive. What you say does have consequences, at least in a general sense. The story has to mvoe forward.



Witcher worked the same way and you can't tell me otherwise. It doesn't matter what you chose. You end up in the same place.



You still haven't answered what the difference between a wheel of choices and a list of choices is except shape.



Sure they could have beefed up your dialogue options, but, be honest, don't you think people would be complaining that there are either too many or too few or that the choices you do have doesn't fit their particular playstyle, or that there is too much text or that they don't know what the voiced response will be based on what is showing in text, and on and on and on.



Face it. People don't want to read now. More things to read isn't going to solve anything. Personally I wish they just let us know which button gave which response and left it at that.

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Makenna Nomad
 
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Post » Fri Jan 29, 2016 1:02 pm

I have to agree. While I don't play the "murder spree" way, I know that folks want the freedom to do so and accept the consequences (lost quest opportunities, etc...) of killing an NPC.



Hey - they're one player games. Why does it matter in the long run who you kill?



And again. What's with comparing modern games to games that are, in this case, 15 years old! (2001)



I mean, Arcanum was a great game, but compared to modern games, it is pretty clunky and most modern gamers wouldn't have the patience with it.

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Robyn Lena
 
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Post » Fri Jan 29, 2016 2:17 pm

I said it many times what the difference between the dialogue wheel and text lines is.



I said I prefer the text lines so I can choose faster and quickly what I want to read and not look around in a circle or oval what to choose and read.



Text lines are just much easier for me and you can read more longer lines and get more options to choose from.

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Mark
 
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Post » Fri Jan 29, 2016 3:14 pm

Okay. Personal preference then.



I believe I saw that they've already modded something for that. Personally I like the wheels. It's refreshing to have something different. I don't find that I need longer lines. The jist is fine for me. I like the surprise of what I actually say with the voiced character. If he/she wasn't voiced, maybe the dialogue list would be more useful.

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Ashley Hill
 
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