@texasgoldrush said:
Then you only played the first one, because Mass Effect 2 and Mass Effect 3 vastly improve in this area.
And text based dialogue cannot capture human movements as well as cutscenes do or a well voiced voice actor.
And yet, the most immersive medium is literature. Despite the lack of voice overs and any communication outside of written text.
@texasgoldrush said:
Bioware already can do it...one option on the wheel can lead to a second wheel of options, usually the "investigate" option. So excluding "Investigate" and the "Return" options, you can fit 10 dialogue options on the wheel. Nevermind in later Bioware games, it isn't written like an interrogation.
So yes, hide half the dialogue options having to go through an alternate menu to access them. Such a wonderful interface.
Not to mention all the other problems with the dialogue wheel, such as the paraphrasing which was hilariously inaccurate in Mass Effect 1. Payers are left guessing what their characters will say which is TERRIBLE design in RPGs. It downright kills immersion. In divninity's dialogue system, players know what their characters will say which leads to better roleplaying and immersion.
I could also bring up other fundamental problems with BioWare's dialogue system such as that no matter what you say, you have no influence on how the conversation goes, sometimes multiple dialogue options even lead to the same response >.> Not to mention they also pretty much encourage you to click every dialogue option, unlike Divinity where some questions are better off left unasked.
Log in to comment