Skyrim Dialogue System!

Post » Wed Mar 02, 2011 2:35 am

I think it should be a combo of NV and Dragon Age 2. Why DA2 instead of ME you ask? Because, for every choice you scroll over you get a little icon showing you if what you're saying is nice, evil, or an important choice. Now, I'd solve the voice acting problem by hiring two voice actors (one for males and females,) and have them be the standard for all races. I would keep the conversations in first or third person though, no movie camera angles. But I know that no one would ever agree to that the forum, let alone Bethesda.

My second choice would be a variation of the NV system. The way I see it you don't really need to change this one much, just add to it by fleshing out a lot of the NPC's hanging out in the towns. Companions (if there are any,) should have more to say as you earn their trust while adventuring together. There should be levels of trust that once unlocked reveal something more about the character. Also, there should be more important NPC's that were like Martin and had a backstory, a family, something to bring life to the characters living in the world. Im not saying every single citizen should be fleshed out, but give the local tavern owner a weakness to skooma and an unhealthy interest in young women. Or have a random encounter with a would be thief trying to steal your gold, corner him and now you're faced with a choice. Either kill him for the gold, or turn him into the guards. If you spare him you may see him later helping rebuild the local church for repentance, and even further down the line see him become the apprentice at a blacksmith's house fully reformed. Just don't let the interactions become a predetermined destination. If they can give me choice to choose how conversations, or friendships, or some quest develop they will make me feel more in control of the adventure. The epic scale in oblivion wasn't set too high IMO. You played the role as the classic adventurer who had an important part of history to be sure, but were ultimately over shadowed in importance by Martin. In Skyrim you are the only one who can save the people from the dragons, you are not following your destiny, you are leading it. Conversations should reflect this, and as should quests. I know its just wishful thinking, but I think this would be pretty doable.
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James Smart
 
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Post » Wed Mar 02, 2011 8:39 am

I'd prefer classic oblivion over the mass effect wheel. How can I RP my character if they speak and say something I disagree with, plus they would sound different from how I would imagine. I think it has been mentioned on slightly what the conversation mode is going to be like in the Game Informer stuff.
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Jaki Birch
 
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Post » Wed Mar 02, 2011 1:39 pm

This is a new game it needs to be something new and different, I don't want it to be like another game, or to be comparing it to another game...
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Tiffany Holmes
 
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Post » Wed Mar 02, 2011 10:58 am

New Vegas but improved. As for player character voices, I think it should be possible to toggle it on or off in sound prefs. In character creation, you just select which voice you will have.
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Latisha Fry
 
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Post » Wed Mar 02, 2011 2:11 am

Please not the ME2/DA2 style. Those systems are built in considering your own character talks - resulting in many less options.

http://img138.imageshack.us/img138/5253/datreeu.jpg
vs
http://img13.imageshack.us/img13/7886/derpd.jpg
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roxanna matoorah
 
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Post » Wed Mar 02, 2011 1:48 pm

If they add the conversation wheel I will kill someone...
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james kite
 
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Post » Wed Mar 02, 2011 2:13 pm

I think New vegas style. I thought mass effect 1/2 was too basic. It was a great game but too linear.
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Jesus Lopez
 
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Post » Wed Mar 02, 2011 1:04 pm

I'd like somthing like Alpha protocol (about the only good thing about the game) mixed with Mass effect. So you not only have a choice between good,bad,neutral dialogue- but the way you say it. You could say somthing evil- in a cocky way, or say it in a blunt way. "I will kill you." "Hey, you don't really think you stand a chance against me do you?" "Sorry, but i need you out of the way...now die"
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Pixie
 
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Post » Wed Mar 02, 2011 12:02 pm

It would be awensome a Mass Effect feel... But its imposible.


The dialogue wheel works best when you have a game with a pre defined character with a pre defined personality and your options are limited to within the confines of what a person with that particular personality might say or do in the given situation however not in a game that allows you to essentially create your own character. Personally I like how the Elder Scroll series does it with most of the dialogue options being limited to short topics and actions leaving more to the imagination on how your character may have approached the conversation.
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Teghan Harris
 
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Post » Wed Mar 02, 2011 4:13 am

I thought they already clarified this, when you are talking to someone the world wont stop around you,it is more like Gothic style dialogue.
And personally i like it. :goodjob:
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Natasha Callaghan
 
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Post » Wed Mar 02, 2011 8:03 am

Classic elder scrolls. Not that I don't like the extra depth, but I don't find anolyzing every possible response for it's possible consequences fun at all. Especially when none of the available responses are even remotely what I would say in the given situation - I don't want the game to go "OK, the frying pan :flamed: or the fryer :obliviongate: , choose now!".
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stacy hamilton
 
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Post » Wed Mar 02, 2011 4:38 pm

15 votes for Mass Effect wheel :verymad:
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FirDaus LOVe farhana
 
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Post » Wed Mar 02, 2011 2:54 pm

Voice acting kind of ruins it for me. When you look at the dialog in the old elder scrolls compared to oblivion... oblivions dialog was a bad joke... the star wars episode 1 of the elder scrolls franchise :rolleyes:

If there is going to be voice acting at least make them say bad ass crap like they did in fallout.

Me : where are your parents?

Boy: My dads dead, and my moms probably drunk. Is that good enough for you [censored]?

hehe...
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Nienna garcia
 
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Post » Wed Mar 02, 2011 12:48 pm

A New Vegas style list of options lending personalty to the PC and allowing for skill based dialogues. If a mass effect style voiced protagonist type thing is ever introduced into the elder scrolls I will destroy the world.
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neen
 
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Post » Wed Mar 02, 2011 11:40 am

Please not the ME2/DA2 style. Those systems are built in considering your own character talks - resulting in many less options.

http://img138.imageshack.us/img138/5253/datreeu.jpg
vs
http://img13.imageshack.us/img13/7886/derpd.jpg


I think even having DA:O style conversations is better than Oblivion's. It's pretty much the same thing except you can choose how you want to say something as opposed to just what your going to say, as shown in the picture above.
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Nauty
 
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Post » Wed Mar 02, 2011 5:00 am

New Vegas with a combination of MLK.
I would say classic TES is more like an interrogation than a conversation

*shine a light in their face* Rumors! Rumors! Rumors!!!!

The keyword selections really made no sense to me.
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Conor Byrne
 
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Post » Wed Mar 02, 2011 10:53 am

I want to see conversation options based on race, skills, factions, etc.
If I'm an Altmer, I don't want some Imperial dude to walk up to me and be like, "Hey, you know those High Elves? They're so rude!"
I would kill less Imperials this way....

P.S. The post above me is awesome.
*smack Imperial Guard in face* Give me directions! NOW!
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Ella Loapaga
 
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Post » Wed Mar 02, 2011 5:55 am

I think the NV style sounds pretty cool. I wasn't big on Fallout so I'm not familiar with it but looks good. Also I would be SHOCKED if the protagonist was voiced, and that would not be something I'd like.

Has anyone played Indigo Prophecy? Basically while in a conversation you'd have about 4 different choices of where to do, and you have only about 5 seconds to decide what to say to simulate a real discussion. While its dialogue system is not something I'd recommend for Skyrim, it's definitely an interesting model to look at and was a lot of fun in that game.
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Alex [AK]
 
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Post » Wed Mar 02, 2011 8:24 am

I want to see conversation options based on race, skills, factions, etc.
If I'm an Altmer, I don't want some Imperial dude to walk up to me and be like, "Hey, you know those High Elves? They're so rude!"
I would kill less Imperials this way....

P.S. The post above me is awesome.
*smack Imperial Guard in face* Give me directions! NOW!


That's a good idea too. Anything that adds immersion to the world helps. If Bethesda can design a system that allows NPC's to give you quests based on how you've been playing the game, I think they can design a system that allows NPC's to speak to you based on how you've been playing as well.
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Cheville Thompson
 
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Post » Wed Mar 02, 2011 11:31 am

That would be great. That's the main thing I love about Mass Effect's system. Not what you say, but how you say it. It adds so much immersion when you are allowed to basically say everything in 3 different ways, so that you can act how you want your character to act. There was none of that in Oblivion. It's slightly less of a problem in TES though because there's no voice. However, it would still be nice if you could say certain things, and because you said that, you can't say something else.

Example:

NPC - "Hello good sir, can I help you with something?"

You - "Yes, thank you, I'm looking for a Blacksmith named Jeek Na' Vik."

NPC - "Oh, of course, he's just two doors down on the left!"

You - "Thank you, good day!"

NPC - "You're very welcome!"

Or

NPC - "Hello good sir, can I help you with something?"

You - "Skip the pleasantries, I'm looking for Jeek Na' Vik!"

NPC - "I'm afraid I can't help you."

You - "Thanks for nothing!"

NPC - "... *cough* ..."

Just a simple branching system like that would go a long way in immersing you, and it wouldn't affect the gameplay in any dramatic way.

Wow, now I feel a touch silly for forgetting we have no voice! I suppose the system could still sort've work, but we'd just have to have a snippit option (Think of what you see in Mass Effect), but moving the cursor to that option would actually reveal the words you'd use. Of course, if you don't want to read the phrase, you can still take a gamble just on the preview, and hope it'll be the right way to win the target's favour. An example would perhaps be:

(Dealing with a guard with a power complex)

Polite: Hello sir, I was hoping you could help me with something...

Neutral: I heard you know of a thief called Person...

Aggressive: You're going to tell me where I can find Person...


Hovering over the 'Polite' option, would reveal the character would say: I was hoping you could help me with something, I have been looking for a thief named Person, and was told you knew of his whereabouts.


Such a layout would allow a player to go with a gut-instinct, but they could anolyze the statement in it's entirety before commiting to it. And all without causing Bethesda to have to voice an actor for the ridiculous level of dialogue of the protagonist.
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Elizabeth Davis
 
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Post » Wed Mar 02, 2011 4:54 pm

If mass effect 2 system and dragon age 2 system are almost the same, which they seemed like when I compared the two demos, I do not want it. Oblivions key word option could stay, but the things we have already asked should get to the bottom of the dialogue options and be marked in the same way as in Oblivion. But when asked by someone who cares, it should effect the outcome.
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Budgie
 
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Post » Wed Mar 02, 2011 5:32 pm

The Mass Effect system couldn't (in 2011, that is - I'm not suggesting it would never work) work. Mass Effect is (despite it's awesomeness) a very linear game. Because of this, Bioware can put lots and lots of time into the conversation system. Bethesda can't do this. It would be a huge challenge to make a sandbox world with so many NPC and manage to implement a dialogue wheel.

I think what is most likely is a New Vegas style conversation. I'll put my money on that being the case.
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Steph
 
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Post » Wed Mar 02, 2011 3:14 pm

I guess I'd go with what they have working for Dragon Age 2. Though I've only played a demo it was a good demo. Then again... these games should be different. So something like Mass Effect meets Oblivion. Tone matters, but it only pushes the story forward, with no worrying about missing things.
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Maddy Paul
 
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Post » Wed Mar 02, 2011 7:43 pm

I wouldn't think that anyone in the fighters guild would know which people are members of the Dark Brotherhood since it is of a not very well liked society and probably against any laws.

EDIT: I chose option; whatever bethesda come up with for Skyrim. I have think they may change it into something better.
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Da Missz
 
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Post » Wed Mar 02, 2011 3:59 pm

Dialogue Needs an Entire Overhaul and I Have a Large Plan For Maybe How to Do That: (I apologize in advance for the length of this post, but I was intending to create my own thread on this shortly called the same things, so why not use this one, I guess, huh?)

1. Voice Acting Reduced Considerably & Spread Out Into New Areas ... Let's save energy, time, and money and cut costs on voice dialogue by reducing the dialogue to a variety of smaller tidbits seasoned throughout the game ... In item #2, I will explore how we can still have the flavor of voice dialogue without every line needing to be spoken. In this way, we can increase the number of voice actors, to get a stronger impression of their sound, style, and ambience without hogging up too much development time, DVD space, and other things. When we first meet new characters, they should speak for about the first few minutes of dialogue, to help establish their sound, their character, and such. But after that, the game should reduce their vocals to some random mumbling in the distant background and go back to using on-screen text. With each dialogue line written on the screen, there can be an enormous amount of audio emotes prepared such as: /laugh_jolly ... /laugh_tired ... /laugh_angry and so on all the way around the wheel of emotions for every kind of expression. In this way, the on-screen text should be seasoned well with real voice backing. Finally, the last line of dialogue they say to us after we close the dialogue window should be spoken out loud again, to round out the experience. Whatever the mood the written dialogue is trying to express should then be queued to that line of text. There will be more about this down below, but I want to keep the flow of the idea moving along. So ...

2. Get Rid of 1st Person & Third Person and Introduce Story Mode ... show a triple-pane window with Pane A: on the left (being the character you are speaking to), Pane B: in the middle (being all of the realtime text choices available) and Pane C: on the right (being your character) .... the imagery should be 3D and of your PC & NPC's from the waist up. All of the dialogue options available at the moment (updated in realtime) show up in the middle pane, Pane B (let's call it B for Between although I didn't do that on purpose, hahaha!) If a person is currently speaking and showing emotes, there mouth is moving to the words which are being displayed in large bold text in Pane D: the underpane, where the text is being shown. Each person sets up in their default text reading speed based on a setup engine that helps you determine your base speed through a variety of experiments that are recorded in your character. The reason the text is colorized word to word is because on each word there is a chance for the game engine to add a vocal emote like a laugh, sneer, snort, guffaw, snicker, sigh, etc.... so that as you are reading, you are hearing their actual tone and reaction to the words. Your imagination fills in the most of it, but some parts can be tweaked to the author's wishes. This is why there needs to be a lot of cool and various audio backing sounds to use here. And the total dialogue is still less than if they used all in-game dialogue everywhere. And then the Mod makers could use this system without having to record so much audio on their own, and Mods could be produced a lot faster, and the Skyrim too. Getting back on point: As the NPC is talking, sometimes Pane B will flash with a chance to interrupt them. Clicking on it can change the direction of the conversation in realtime, where you cut off what they were saying to say your own thing. If something important that was supposed to be said wasn't covered, the interruptor already knows which keywords existing further into the dialogue to add back into its engine to offer you to help continue the thread later, so you can move the story along, but in this way, you can truly interact with the dialogue in realtime, and feel like you have a say in how it goes at any time. If they are saying something very serious but you decide to "laugh" at them, they may become very angry with you, lowering their disposition, or they may find your laughter charming and end up breaking their stony seriousness for a rowsing & hearty laugh with you. And still get back onto the thread once you decide to press forward. Dialogue is, after all, where the story of the game comes from, and to have some guy standing there staring at your for hours at a time with no emotion is pathetic. I know they fixed it, and now have characters doing other things, but we're still talking a lot of voice dialogue that eats up space on the disc, cuts down on development time for other things, and also limits the amount of stories you can produce because you have to constantly be thinking about how much more you're going to have to pay the developer and how much space is left on the disc ....

The NPC's in this system could still go about their activities as you have already scripted and programmed them, but the camera for Pane A: would just go ahead and find the most interesting angle to film the NPC from, while your character could also be seen producing his own reactions if those reactions were already scripted into Pane B's realtime options for that moment's dialogue. Say a woman friend of yours was telling you how a man attacked her last night in the woods ... and just then you got a dialogue option popping up "Emote: Rage" ... and you clicked on it. You'd see your character's face change to a snarl, and your eyes widen with surprise to match your own feelings about hearing that news. Now the woman sees your reaction and tries to assure you: "NO, no, really, I'm fine! Don't worry. I clubbed his skull in with a tree branch and left him for the wild dogs." In which case you get two more options suddenly popping up in Pane B: 1) Laugh hysterically 2) Sigh w/ Relief ... and you watch your character reacting just as you want him/her to. By the way, Pane B is arranged vertically, all the options align vertically, 1-4. The options available are only 4 at any given time. With PC, you can click on the option, or press 1 to 4. On the console, you press the icon for one of the four directions of your D-Pad. So this system is already worked out to Todd's tastes and would be useful for all 3 of your chosen gaming systems, Mr. Todd Howard! Are you getting this Todd (wink) ?

3. External Chat with Visual Chat Bubbles ... For external dialogue, the game would use floating chat bubbles above the NPC's heads for the bulk of the dialogue, with only a few comments spoken to add flavor here and there and to give you a taste of their voice to use in your imagination when reading the remaining text. The text would only be visible from within the audio-range of their speaking level. If they are screaming, then the text is visible from a long way away, perhaps its even enlarged so that it can be read from a distance. If a person is speaking, you have to be within 2 to 10 feet to "hear" them (see the words in the bubble), otherwise you see the bubble but only a few dots indicating you hear some speaking but can't discern it. If you want to sneak into close range, you could "hear" (see the text) of of someone whispering to a friend, too, if successful at sneaking. This would allows thieves (from my other thread's idea) to overhear private conversations about interesting items people own being discussed leading to potential (self-obtained) quests to break in and steal these items. Another side benefit of this system are the Language applications, because now every race's language can be simply reduced to gibberish onscreen should you not have the requisite Languages in your character's arsenal. If you are intelligent, you can gain 2-3 additional languages, and you can learn more languages as you progress through the game is you apply some work into Language Acquisition. In that way, every race could speak their native tongue in the game, and the text-system could determine (based on your level for each Language) how much of the text you can decipher in realtime, and produce a bubble with a mixture of real words and jumbled asterisks and ampersans where you don't know what was said. This could spur you to learn more language, take more training, and work harder to craft your character's development as a mage, or theif, beyond simple thieving skills. Thieving and magic are often about needing and having to use vast intelligences, and those opportunities should be reserved for the people who worked hard to develop them, and be non available for warriors and such that did not build those skills and focused on their strength.

Now in addition to the above system, one has to factor in special abilities like Elven hearing. Elves would be able to see the dialogue (hear from great distances) of others at much further ranges. Of course the system would have to be built in a way to allow the text bubble to grow in size to display the text from further away and still be readable, but it could just be a mathematical scaling system and all of the text could programmed as assembly machine code, not based on fonts, so that the whole thing is mathematically expandible in real-time, meaning if you are running toward a NPC who is talking, his text will shrink and remain the same size no matter where you are in relation to them.

Also, mages may be able to use spells to augment their hearing, allowing them to spy on people very far away. Imagine being on the top of a hill not too far away, basically on top of the town, looking down into it and seeing two guards patrolling. You cast your "Augmented Hearing" spell, and suddenly you can see what the two guards are talking about from where you are way above them. That would be really cool for assassination quests, Thieve's Guild quests, and and just a number of things I can't even begin to imagine yet.
-----------------------
If anyone should happen to Reply to this post, please [snip] everything out but the part you want to mention to save room since I went on for so long, thanks.
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Casey
 
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