What about that dialogue system ?

Post » Wed Dec 02, 2015 3:59 am

And graphics obviously... And story... Waaaait a minute? :o

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April D. F
 
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Post » Wed Dec 02, 2015 6:18 am

This is my only real concern; how well the system translates to PC controls. I think it could work well with the mouse in one of two ways:

1. The dialogue choices float like a 3D menu in front of the NPC, and you can move your view around to align you cross-hair at the choice you want, and click to choose. The downside is that you might accidentally shoot the NPC in the face if you misalign your reticle.

2. The dialogue menu becomes a 'dead spot' for moving your view, so that when your reticle moves over the menu, it becomes a mouse cursor which you can use to point and click on your choice. The downside is that it makes it hard to shoot the NPC in the face, since you lose your cross-hair when you try to aim at him.

Another possibility is that it does use WASD while your reticle is over the dialogue menu, and you just have to look away from it to use the keys to move. I could see a lot of accidental selection of the 'W' choice in this case, if an NPC speaks to you while you're moving around. I also worry about whether the WASD choice translates to remapped keys, since BGS has a track record of hard-coding menu choice keys (like 'A' to take all and 'E' to exit in the Fallout 3 looting screen).

I just hope they've given more thought to PC controls this time around.
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BaNK.RoLL
 
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Post » Wed Dec 02, 2015 1:01 pm

"RPG" isn't some sacred honorific, it's a damn genre distinction. One so damn broad that it has several subgenres. Never understood why anybody got their jollies from saying a game isn't a "real" RPG.

Pretty sure it won't be WASD - the buttons around WASD are a safe guess, maybe even a 1:1 match with what the face buttons do on the consoles. That could be E, Tab, R, and Space - although Q, F, V, and C are good picks too.

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BRIANNA
 
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Post » Wed Dec 02, 2015 6:01 pm

Only thing I don't like is where is the sarcastic or the humorous response? Controllers do have R1, R2, L1,L2, so it isn't like there could have been options for at least those 2 choices.

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Charleigh Anderson
 
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Post » Wed Dec 02, 2015 1:10 pm

Thinking about this, especially considering the fact that we're not locked into dialogue mode and can move around freely, the most logical keys would be the 1-4 number keys, as they are immediately above WASD and are therefore within easy reach.

I'm sure this could be incorporated if the context is appropriate. The 4 examples I have given would suit most situations, but there would of course be exceptions.

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Isabel Ruiz
 
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Post » Wed Dec 02, 2015 2:45 pm

Voiced protagonist is pretty much an unavoidable evolution. Doesn't matter to me much. They could have Morrowind-style text boxes for all I cared.

That's a really good point. I've listened to speeches where there were pauses so that the speech could be translated to another language (which I also knew). It gets frustrating at some point.

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Nick Pryce
 
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Post » Wed Dec 02, 2015 6:20 am

I can dig this. You'd essentially be forgoing your hotkeys 1-4 for dialog topics, but that's not nearly as bad as replacing the Interact/Reload/VATS keys or whatever. And if I'm talking to someone and can't be bothered to just move my crosshair off of them, I could just go into the regular favorites menu to pick something out instead of using a hotkey.

I wonder how the cinematic dialog works. Does it break away as soon as we make a non-dialog action or movement? And then go back after we decide to continue the conversation?

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Casey
 
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Post » Wed Dec 02, 2015 2:00 pm

Just no.

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Tiff Clark
 
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Post » Wed Dec 02, 2015 2:41 am

I don't think they'll use the number keys since they're already hot-keys. Plus, they're less intuitive to match to the diamond-shaped arrangement of choices on-screen (and they're not in easy reach for lefties like me who remap the WASD to the number pad, so I hope they do better than that).

It seems to me that they'll want to use the controls that our hands are already resting on, so either the mouse or WASD (or remapped equivalent), or the choice of either, like they do with some menus. Perhaps it will be in conjunction with a modifier key like you suggested earlier. (Hold right mouse for dialogue interaction mode?) Or, as I suspect, hovering your reticle over the dialogue choices will act as the modifier to contextually change your controls to dialogue mode (this seems to be the case when you're using a controller--the character doesn't jump or reload when he chooses a dialogue option).
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james reed
 
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Post » Wed Dec 02, 2015 11:03 am

Not. Another. One. Of. These. Threads.

There has already been so much whining, can it please stop??? Most of us are actually looking forward to the voiced dialogue.

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T. tacks Rims
 
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Post » Wed Dec 02, 2015 3:34 am

https://www.youtube.com/watch?v=EddX9hnhDS4

You do realize when you hovered over what you wanted to say in Deus Ex, a small textbox would pop out showing you exactly what was coming out of Jensen's mouth? Completely different from what we have in FO4 withhttp://4.bp.blogspot.com/-ywjaBh8n5zg/ViIDEJ06RWI/AAAAAAAACZQ/drIwUw6vSqU/s1600/HATENEWSPAPERS.jpg that doesn't give a great idea of what we're going to say.

Also the highlighting thing in Skyrim sounds like a you problem, I personally never had any problems with it at all, and I don't see how the new dialogue system would fix that anyway.

As for this fear of change, people need to remember that all change is not growth, just as all movement is not forward. I don't see how the new system is any improvement at all from what we already had.

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Chloé
 
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Post » Wed Dec 02, 2015 2:09 am

Is it confirmed that we only ever have four replies to chose from? Or that all replies follow a certain pattern, i.e. one diplomatic, one provoking, one asking for more info, and a goodbye? That is a bit disappointing really.

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Add Me
 
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Post » Wed Dec 02, 2015 9:26 am

Not officially confirmed but it seems to be that https://i.redditmedia.com/oHlSYG68uWJns9c1rvSa0mxMsAOxyCkGe8refiGltj8.jpg?w=320&s=b48b6f8a972502e8beaaa78065b144ca.

Y= Question

X= Neutral response

A= Positive response

B= Negative response

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Bek Rideout
 
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Post » Wed Dec 02, 2015 5:23 pm

Yeah I'm aware of that but it's not really an essential feature as the buttons are always clear on what Adam's gonna say. And every response type/tone always has the same button out of the four. I never read the pop outs and haven't had any issues at all. When devs use clear cue word(s) it doesn't take a rocket scientist to guess what your character's gonna say and that example you gave is actually good for my point. Clear point/tone, easy to guess what he's gonna say (and from the scene's context one can also take a good guess at how she's gonna respond to each option)
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pinar
 
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Post » Wed Dec 02, 2015 6:13 am

Having to use the keyboard at all for dialog choices would be cumbersome. Should be able to hover/select an option with the mouse. I use the arrow keys to walk/move around. Never got the hang of WASD for movement, and sure as heck don't want to use it for dialog.

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Vicki Blondie
 
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Post » Wed Dec 02, 2015 6:35 pm

Hmm that is really dumbed down then. I can not like this really. Honestly the only reason for this I can see is that it fits the four buttons on the gamepad. This does not help the pc-console rivalry at all. Oversimplifying certain mechanics is not a good idea.

As for only keywords being unclear, I can only say that it did not work out perfectly in Mass Effect, and Deus Ex was by far not as dialogue or decision heavy as either ME or Fallout. It was not an RPG either, if we talk about the last installment of 2011. Even if you have colour schemes of the tone you will hit in the text, it might be different or blatantly wrong with whatever you thought was the appropriate tone. And of course the text might become a different meaning than the few keywords given.

By the way, would this mean, since it is easier to differentiate between "good" and "evil" answers, that quests have easy to distinguish good and evil approaches and endings? I would not like that either, I rather want more morally grey territory, like the Roy Phillipps quest, where you thought it obvious to convince everyone to share Tenpenny Tower with the Ghouls just to find out, that the Ghouls killed every inhabitant later. So there was no real good ending to this quest.

In Mass Effect it became a joke really, where I did not pick answers because of how I felt about it (not in the first installment anyway where your Karma level had a meaning) but on how it affected my Karma and possible interactions with other characters, most importantly the companions. The whole system was perverted in this game for the sake of making it easy to distinguish.

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Big mike
 
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Post » Wed Dec 02, 2015 5:02 pm

We seem to have this wool over our eyes that the dialogue in fnv/3 was much more varied. It wasn't. Literally the same set up, only you could see what you would say. Has nothing to do with PC/Console rivalry...at all.

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Luis Reyma
 
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Post » Wed Dec 02, 2015 3:17 am

I thought about this as well, but we often had more than four dialogue choices. Not including saying goodbye, either. Certain dialogue options opened up more dialogue paths as well, or hid others. Dialgue was not a straight line, but was more like a tree branching out, if you get my drift. Plus of course we had the choices to ask specifically for more information on certain matters. I can not really believe that people we talk to really only have one piece of information to say, or a couple of pieces that need to be asked successively.

Edit: The more I think about it, the more I believe dialogue can not be limited to four options. There must be one, where you say goodbye unless, they want us to walk away all the time. Also asking for more information is too general for more complex dialogue. Imagine a BoS elder speaking to you about the Brotherhood, there is so much to ask for, Power Armour, the society, ancient tech, history, personal views, whatever. What I could think of happening, is four options showing and when you choose one, it opens another context menu where you can ask specifics. This could work with any of the four "options" described earlier.

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Ridhwan Hemsome
 
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Post » Wed Dec 02, 2015 5:19 pm

Er, no. No it was not. In both of those games, there were times when you could choose between more than four options, and there were more options than just 'yes', 'no', 'goodbye', and 'what?'.

(and Fallout 1 and 2 differed even more from this setup).

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Kristina Campbell
 
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Post » Wed Dec 02, 2015 3:06 pm

I'm more tired of playing a telepathic mute. It makes the conversations feel rather one sided.

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john page
 
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Post » Wed Dec 02, 2015 8:08 am

Reckon its structured more like BioWare RPGs now..

However the content should be the same.

You can see the conversation 'wheel' change when a question is asked (Y), changing A, B and X. in that way you can investigate further, Unlocking further conversation options.

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Abi Emily
 
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Post » Wed Dec 02, 2015 3:33 am

This is how things evolve, you want text boxes? Go play an old rpg. If it was seriously as good as you're implying then it wouldn't have changed.

I've played and loved many old rpg's and still do to this day. But that's no excuse to be closed minded about a feature you've seen very little of. So if you're not sure if you like what fallout will be then rent the game before buying it, there is absolutely zero chance Bethesda is changing anything about the game at this point. Especially after the game has gone gold.
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Jonathan Braz
 
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Post » Wed Dec 02, 2015 12:13 pm

I do not get what the fuss is all about? A line of text is an outdated concept and I thought it was boring. Especially when you wanted to be intimidating.
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J.P loves
 
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Post » Wed Dec 02, 2015 5:32 am

While the 4 possible responses dialogue makes sense, i wonder if there will be some kind of "classical" dialogue tree to choose different topics from. How would one otherwise talk about various topics with a companion or let alone trade gear?

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Luna Lovegood
 
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Post » Wed Dec 02, 2015 5:54 am


Nested dialog topics. So the initial topics could be: Let's talk, Let's trade, Tactics, and Wait here. Let's talk would open up a regular conversation.
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Michael Korkia
 
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