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Having dialogue choices doesnt automatically make the game better. They need to be able to write good characters and stories before they get to that level.Androvinusyep God I wish that wheel had the kill Noel and then kill self option...lol
More evidence supporting my hypothesis that Mass Effect is more like a JRPG than a WRPG.foxhound_foxME has also influence such JRPGs as Alpha Protocol, The Witcher 2, and Deus EX HR.....lol
[QUOTE="babycakin"]
Meh, I don't care much for this unless one choice significantly alters the flow of the story or change of route or something.
Tikeio
Like DA: Origins? Bioware did it right with that game imo.
I always kept a crapload of backup saves just in case. :P
The Witcher games are a FAR better example. ME3 will definitely also make choices past and present matter.[QUOTE="Tikeio"][QUOTE="babycakin"]
Meh, I don't care much for this unless one choice significantly alters the flow of the story or change of route or something.
texasgoldrush
Like DA: Origins? Bioware did it right with that game imo.
I always kept a crapload of backup saves just in case. :P
The Witcher games are a FAR better example. ME3 will definitely also make choices past and present matter.I'm not familiar with the TW series, so I wouldn't know. Guess I'll find out when TW2 hits the 360 this year. :D
The Witcher games are a FAR better example. ME3 will definitely also make choices past and present matter.[QUOTE="texasgoldrush"][QUOTE="Tikeio"]
Like DA: Origins? Bioware did it right with that game imo.
I always kept a crapload of backup saves just in case. :P
Tikeio
I'm not familiar with the TW series, so I wouldn't know. Guess I'll find out when TW2 hits the 360 this year. :D
Its not a wheel, but its similiar in style...paraphrase summarizes the line the character says. Also Bioware has expanded the wheel to where the conversations can happen while action is taking place like James and Shep sparring in ME3.ME has also influence such JRPGs as Alpha Protocol, The Witcher 2, and Deus EX HR.....loltexasgoldrushI'm not sure what you're smoking... but those are pretty traditional WRPG's.
[QUOTE="Androvinus"]Having dialogue choices doesnt automatically make the game better. They need to be able to write good characters and stories before they get to that level.texasgoldrushyep God I wish that wheel had the kill Noel and then kill self option...lol
This made me lol
Bioware, take notes: this is how a dialogue wheel is done right. :cool:
Slashkice
The best "dialogue wheel" is what they already had in DAO.
Dialog choices in FFVII left me with the feeling that Cloud had no character, that sits with me to this day. Seeing them make a return, well. :|
[QUOTE="texasgoldrush"]ME has also influence such JRPGs as Alpha Protocol, The Witcher 2, and Deus EX HR.....lolfoxhound_foxI'm not sure what you're smoking... but those are pretty traditional WRPG's. The depth of the story in BG1 and 2 are enspired by FF 4-6. The doctors said it themselves. They are big fans. And it makes sense, the first deep story base rpgs were jrpgs.
[QUOTE="foxhound_fox"][QUOTE="texasgoldrush"]ME has also influence such JRPGs as Alpha Protocol, The Witcher 2, and Deus EX HR.....loldreman999I'm not sure what you're smoking... but those are pretty traditional WRPG's. The depth of the story in BG1 and 2 are enspired by FF 4-6. The doctors said it themselves. They are big fans. And it makes sense, the first deep story base rpgs where jrpgs.
... lol?
The depth of the story in BG1 and 2 are enspired by FF 4-6. The doctors said it themselves. They are big fans. And it makes sense, the first deep story base rpgs where jrpgs.[QUOTE="dreman999"][QUOTE="foxhound_fox"] I'm not sure what you're smoking... but those are pretty traditional WRPG's.hakanakumono
... lol?
What? It wasn't just all D&D. You can say Ultima influence FF but not many wrpgs then had deep stories. FF4-6 were the ones with the most impact regard to story in early rpgs.This doesn't make me anymore excited for FFXIII-2.
Really FFXIII didn't need choices, non-linearity, different endings or whatever, all it really needed was better pacing and some more post-game content.
I don't know what you were expecting TC. There's really onlya fewways to do a dialogue tree.
Either set it up with a few choices that you pick with a button or have a list of them that you scroll through.
Step in the right direction he says, come off it. :roll:
why bother? japanese devs still dont understand the core of an RPG. adding the choice of which question to ask first isnt going to change anythingFirebird-5
The majority of devs don't understand the core of an RPG. The two that do are CD Projekt Red and Obsidian. So let's not just limit it to Japanese devs. The core of an RPG has been lost in recent years and only a few devs truly know how to make it shine in their games.
I'm pretty sure what western gamers look for in an RPG can be found in Japanese "Adventure Games" ...
[QUOTE="Firebird-5"]why bother? japanese devs still dont understand the core of an RPG. adding the choice of which question to ask first isnt going to change anythingNeonNinja
The majority of devs don't understand the core of an RPG. The two that do are CD Projekt Red and Obsidian. So let's not just limit it to Japanese devs. The core of an RPG has been lost in recent years and only a few devs truly know how to make it shine in their games.
im fairly certain western devs understand what an rpg is. you can find little nuggets of actual role playing in a lot of WRPGs. not so in JRPGs. I never see choices or consequences, freedom and choice ever discussed in regards to a JRPG - I only ever hear about 'Character Designers' and 'Soundtrack' or 'Battle Systems'.[QUOTE="NeonNinja"][QUOTE="Firebird-5"]why bother? japanese devs still dont understand the core of an RPG. adding the choice of which question to ask first isnt going to change anythingFirebird-5
The majority of devs don't understand the core of an RPG. The two that do are CD Projekt Red and Obsidian. So let's not just limit it to Japanese devs. The core of an RPG has been lost in recent years and only a few devs truly know how to make it shine in their games.
im fairly certain western devs understand what an rpg is. you can find little nuggets of actual role playing in a lot of WRPGs. not so in JRPGs. I never see choices or consequences, freedom and choice ever discussed in regards to a JRPG - I only ever hear about 'Character Designers' and 'Soundtrack' or 'Battle Systems'.Because that's what JRPGs are about.
Moving on.
[QUOTE="eboyishere"]honestly didn't care about it in the demoTikeio
Yeah, well everything isn't all sugar and rainbows! :evil:
Didn't hate it but i wasn't going crazy about it either :P
Is that why ME2 is more TPS than RPG? good for me i dont think ME is the greatest example of an RPG - but at least you can make choices that actually impact on the world. It's not big on emergence, but the basic framework is there. If only bioware would utilise it.[QUOTE="Firebird-5"]why bother? japanese devs still dont understand the core of an RPG. adding the choice of which question to ask first isnt going to change anythingBigboi500
[QUOTE="finalfantasy94"]Fixed.all rpgs need this.
dreman999
no they dont. Some are fine without any diolog trees. Sometimes I just wanna be told a story without me putting direct impact into it like choices.
[QUOTE="NeonNinja"][QUOTE="Firebird-5"]why bother? japanese devs still dont understand the core of an RPG. adding the choice of which question to ask first isnt going to change anythingFirebird-5
The majority of devs don't understand the core of an RPG. The two that do are CD Projekt Red and Obsidian. So let's not just limit it to Japanese devs. The core of an RPG has been lost in recent years and only a few devs truly know how to make it shine in their games.
im fairly certain western devs understand what an rpg is. you can find little nuggets of actual role playing in a lot of WRPGs. not so in JRPGs. I never see choices or consequences, freedom and choice ever discussed in regards to a JRPG - I only ever hear about 'Character Designers' and 'Soundtrack' or 'Battle Systems'.I'm fairly certain they don't. Aside from Obsidian and CD Projekt Red, who pack in game-altering decisions from the get-go, decisions you can't go back on that fundamentally change the experience, there's little else. BioWare's choices are cosmetic. The experience remains the same. Bethesda completely removed choice in Oblivion and it has remained that way. It's possible to do every quest in that game and while some people view it as a good thing it also kills the role-playing. In Morrowind, if you were in the Thieves' Guild you were only in the Theives' Guild since they had you stealing from other Guilds as well and they didn't want you back. In more recent Bethesda titles, you do whatever you want and no one cares.
The base experience of an RPG needs to be a game that is molded by the role you play. And the two best examples of that are CD Projekt Red with their recent Witcher games and Obsidian with Fallout: New Vegas. Cosmetic choices are meaningless and shallow and completely undermine the core of an RPG as you put it. I'd rather not have them if they're meaningless.
im fairly certain western devs understand what an rpg is. you can find little nuggets of actual role playing in a lot of WRPGs. not so in JRPGs. I never see choices or consequences, freedom and choice ever discussed in regards to a JRPG - I only ever hear about 'Character Designers' and 'Soundtrack' or 'Battle Systems'.[QUOTE="Firebird-5"][QUOTE="NeonNinja"]
The majority of devs don't understand the core of an RPG. The two that do are CD Projekt Red and Obsidian. So let's not just limit it to Japanese devs. The core of an RPG has been lost in recent years and only a few devs truly know how to make it shine in their games.
NeonNinja
I'm fairly certain they don't. Aside from Obsidian and CD Projekt Red, who pack in game-altering decisions from the get-go, decisions you can't go back on that fundamentally change the experience, there's little else. BioWare's choices are cosmetic. The experience remains the same. Bethesda completely removed choice in Oblivion and it has remained that way. It's possible to do every quest in that game and while some people view it as a good thing it also kills the role-playing. In Morrowind, if you were in the Thieves' Guild you were only in the Theives' Guild since they had you stealing from other Guilds as well and they didn't want you back. In more recent Bethesda titles, you do whatever you want and no one cares.
The base experience of an RPG needs to be a game that is molded by the role you play. And the two best examples of that are CD Projekt Red with their recent Witcher games and Obsidian with Fallout: New Vegas. Cosmetic choices are meaningless and shallow and completely undermine the core of an RPG as you put it. I'd rather not have them if they're meaningless.
it's very hard for a game as open ended as a tabletop RPG to make the transition to a computer, for obvious reasons. The fault with the japanese industry is that they never comprehended what a tabletop RPG is. They took wizadry and said, 'this is an RPG!', and it's been the same ever since. Add some fancy 3D graphics here, some swish music there, but it's the same as it's always been from the start. On the other hand, I'd like to see anyone say a game like Fallout isn't an evolution on the first attempts to simulate an RPG - namely, the easiest things that can be simulated - conflict resolution. Dice rolls. Numbers flying across the screen. Sound familiar? Sounds like a JRPG. *I'd just like to clarify that I agree that a lot of western games today, i.e. Skyrim, cannot be considered to be an RPG.It matters because people still throw around terms like freedom and choice when they don't understand what they really mean. The WRPG vs. JRPG fight shouldn't matter - neither of them are RPGs, but WRPGs come closer.Why does it matter?
hakanakumono
[QUOTE="hakanakumono"]It matters because people still throw around terms like freedom and choice when they don't understand what they really mean. The WRPG vs. JRPG fight shouldn't matter - neither of them are RPGs, but WRPGs come closer.Why does it matter?
Firebird-5
Oh okay. Makes sense.
[QUOTE="Bigboi500"]Is that why ME2 is more TPS than RPG? good for me i dont think ME is the greatest example of an RPG - but at least you can make choices that actually impact on the world. It's not big on emergence, but the basic framework is there. If only bioware would utilise it.[QUOTE="Firebird-5"]why bother? japanese devs still dont understand the core of an RPG. adding the choice of which question to ask first isnt going to change anythingFirebird-5
impact on the world? you must have played another game, every sngle choise i made in mass effect 1 was reflected in an npc with a line of dialogue in mass effect 2. Even the council survival.
mass effects choises are a joke, but i guess people can be easily fooled by a blue and red bar. Play witcher 2.
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