Dialogue wheel, a great way to mask lacking dialogue

Post » Fri Dec 04, 2015 2:06 pm

I'm not talking about the Deathclaw. Heck, I would rather try to talk to a Deathclaw than a Raider. At least a Deathclaw has intelligence and emotion, and would most likely just kill you...

No, screw those creatures known as Raiders.

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Beast Attire
 
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Post » Fri Dec 04, 2015 12:52 pm


Aweful weird then that you dont have a job writing professionally.
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Elea Rossi
 
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Post » Fri Dec 04, 2015 11:42 pm

Though, if you really wanna go down the Raider route. Bethesda could've made it so you can kill Preston and the Minuteman after killing the raiders there. Then turn Sanctuary Hills into your first Raider place and start up a gang while instantly becoming an enemy to all other factions and failing pretty much any quest related to anyone and start a series of Raider quests which is about taking over the other settlements and destroying the main factions, while watching your character degenerate down into a creature and live Raider life... I wouldn't go down that route myself but Bethesda could've allowed it.

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NAtIVe GOddess
 
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Post » Fri Dec 04, 2015 3:08 pm

So after you go slaughter some Raiders in the museum and head up the stairs to the Minuteman guy;

"Thanks a lot for all the help out there," they go through their spill, I don't remember the whole damn thing.

Protagonist;

"You want me to help you, I barely know what's going on, all of this is going too fast. 200 years, now this, what is going on around here?"

"You really aren't from around here, are you stranger? Look I don't care what kind of chems you're on, but all I need is a yes or not if you're going to help us out,"

"Yes? To do what exactly? What are Raiders? What are Minuteman? I am just looking for my son Sean. Do you know where he is?"

The other guy that wasn't the black one, "Someone's really messed up on Jet [or whatever chem you want to add]"

Old lady starts speaking, "It's not the chems, I knew someone from a long time ago would wake up from a long time ago,"

Protagonist, "You know something about Sean!"

Old lady, "The visions don't come to me so-"

Black Minuteman, "-Enough. Are you going to help us or not?"

Protagonist, "I am terribly confused, I just woke up not long ago, and I don't know what's going on, but I am more than willing to help,"

Protagonist, "You're all crazy, you know that, this has to be a crazy dream, I am out of here,"

Protagonist, "Do you have anything you can give me after this?"

Protagonist, "I don't know about this, I need more answers, I need you to get answers, I am sorry, I am just...so lost."

Protagonist, "No I am not going to help, I got my own problems,"

With the maybe and no options;

-You get a certain amount of in game time, then you get a message or the radio host speaks about some group of Minuteman who expired, yeah I know the Minuteman are a faction of some sort, but it should be possible in a game

With the barter option or the, what are you going to give me option;

-You get a miniscule amount of caps, or even a [censored] gun

Etc.

I don't have to prove anything to you, but I been providing examples in this thread for a while now.

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Add Me
 
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Post » Fri Dec 04, 2015 6:47 pm

Um....I am a technical writer and editor for an online magazine.

I also have a few ebooks out on Amazon prime.

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Jordan Moreno
 
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Post » Fri Dec 04, 2015 12:05 pm

The dialogue in FO4 is bad. I love the game and have no shame in admitting that. And if you got FO4 hoping to be able to flesh out your character's personality and have interesting story/dialogue, then you will be mostly disappointed.

That being said I'll take the amount of locations in the game over more dialogue options.

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herrade
 
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Post » Fri Dec 04, 2015 4:21 pm

Story is about the same as New Vegas's honestly. Just that dialogue system holding it back.

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Sarah Unwin
 
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Post » Fri Dec 04, 2015 9:33 am

To be fair you can have stories with a similar premise but that doesn't mean they are both equally as good or bad stories. I'm not going to pick sides on which is better because I haven't finished Fallout 4 main quest

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sam smith
 
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Post » Fri Dec 04, 2015 1:37 pm

I can't possibly go over the bulk of conversations from New Vegas or 3, but what I can say is that this system forces four options to be present no matter what the context. Yes, certain conversations in New Vegas were simplistic. However, when important people came up, you were able to engage in vastly expanded upon conversations with enormous amounts of options. This is because the system doesn't artificially limit what the developers can add to the conversation. The point is that the following characters would not been engaging or diverse under the FO4 dialogue system:

Benny, House, Caesar, Chief Hanlon, Lanius, Tabitha, Alice McLafferty, Vulpes Inculta, Arcade Gannon, The King, Beatrix Russel, Pacer, Marcus, Pearl, Joana, Yes Man........ the list goes on for even longer than what I've put here. The DLC characters, in particular, were fantastic. The game was not limited to four options when designing these NPCs, so they didn't have to limit their own creativity.

Furthermore, many of the options just exist as placebos to make the player think their input has any influence on the direction of the conversation. Look at this:

http://i.imgur.com/GCFbvkK.jpg

The player exhausted all options but was railed back to the one response the game wanted to hear. There was no other way to go forward in the conversation even though other "options" were technically present. I'm not sure how you can seriously say "how is this different from 3 or New Vegas."

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Monika Fiolek
 
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Post » Fri Dec 04, 2015 3:45 pm

I disagree.

I already talked to people. The story in F4 just doesn't motivate me. I give two flying [censored] about my wife and son. I have no interest in them. No care for them. But that is the Sole goal in the story, with branching factions.

Where as FNV, was more about defining who your character was, yes the overall goal was to find the man who killed you, but the story leading towards it, was a way of defining your character, was developing your character throughout the story, shaping, molding them. Which I find more interesting. I think I discussed somewhere in another thread, that I like to build my own characters. I like writing their own backstories, their personalities. I like to get involved with shaping my characters, that's solely enough motivation for me.

My F4 character is mainly defined for me. Especially with that voice acting. The character sounds, sitcommy, goody good soldier. I mean at least in Dragon Age Inquisition, the characters voice and the way they speak changes depending on how work their personality. If they are an [censored], the voice acting changes to sound like an [censored].

My F4 character still has that charmy, 50s sitcom dad, sneer in his voice when you're an [censored].

F3 and FNV allowed me to define my characters. As I wanted them to be.

F4 does not.

And it completely rewrites what I been doing in the Fallout series character wise anyway. Which is a lengthy continuation of one overalling story arch involving my character Atomic, that's his alias.

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Portions
 
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Post » Fri Dec 04, 2015 1:32 pm

Not necessary... Everything follow suit is all because of the dialogue system being pretty dang terrible alongside with the protagonist being voiced and such. The story itself develops just fine as New Vegas's and is very similar. It's the characters development that is different, which is mostly because of the other things which we have issues with. Not the game's story itself.

Bethesda really should've worked on the player character's voice much more and dialogue system... Then again, that would've added a lot more voice files and such to the game...Honestly, Bethesda shouldn't have done the voice protagonist at all and spent that time working on the dialogue system... Everything would've worked much better.

So again, the game's story isn't bad. It's the dialogue ordeal causing the [censored]. Excuse me for my language.

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hannah sillery
 
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Post » Fri Dec 04, 2015 10:51 pm

Finding a son for whom you never establish a connection with in the game. I never really had any real attachment to him. It was honestly very cringeworthy to hear my character getting emotional over a child which I've established absolutely no relation with.

I also agree with the poster above that said you can't equate the two stories because, if simplified, they look similar. There was a poster who said Fallout 3 was the son looking for the father, and Fallout 4 is just the same thing but inverted. Does this equivalence make the stories similar at all? Absolutely not.

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Damien Mulvenna
 
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Post » Sat Dec 05, 2015 2:00 am

I know. Like I said, both have their ups and downs. For example, Kellog is better than Benny easily and I feel that ALL of Fallout 4's factions are more relate-able and acceptable than New Vegas's factions. (The Legion in New Vegas was way too evil to really be a good faction idea as a whole, honestly. Fun to side with? Probably but not necessary a good idea of a faction).

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Eve Booker
 
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Post » Fri Dec 04, 2015 9:25 pm

The dialogue is bad. Like really bad. I love the voice acting, but man the dialogue is terrible. Of course I had a suspicion it would be this way, but I wanted to give it a chance first at least.
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Rebekah Rebekah Nicole
 
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Post » Fri Dec 04, 2015 3:08 pm

I agree Kellog is a better villain(and person to chase during the first half of the game) then Benny even though I think the chase to find Benny is better done. I agree the factions are relate-able and more gray then the ones in FNV but I still prefer FNV factions. House, The NCR and Legion are more interesting imo.

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des lynam
 
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Post » Sat Dec 05, 2015 12:45 am

This is exactly how gaming forums work. People tend to have very short memories.

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marie breen
 
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Post » Fri Dec 04, 2015 10:46 am

This, i mean everyone probably will agree the dialogue is bad, but the story isnt as bad as NV was for me, i have a better motive to move trow the story that i had on NV to tell u the true.

But again, i think this game could have been a masterpiece if wasnt for the dialogue (voice protagonist is actually good and i love it). Still Fo4 is a huge improve over 3 and NV, downside the dialogue, but dialogue isnt the whole game.

Faction wise, i like more the factions of Fo4 since they are tide to the story, and unlike on NV most of the factions are irrelevant for the story, the only faction that meter are NCR, legion, House and the robot. And i hate how much black and white the factions are on NV.

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Kate Norris
 
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Post » Fri Dec 04, 2015 11:46 pm

I think this thread shows what a silly idea a mod that displays dialogue text is.

I'm really enjoying the voiced dialogue as designed.

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keri seymour
 
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Post » Sat Dec 05, 2015 12:29 am

I'll be the first to admit that I was wrong about the quality of the voice acting. I played the female PC and really enjoyed how she sounded for the most part. This doesn't change the fact that the writing is awful and the single word options are too vague. This mod was made to fix a very important problem, but it only compounded issues when we saw what really laid beneath the dialogue wheel.....

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sam westover
 
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Post » Fri Dec 04, 2015 7:14 pm

Re reading and hearing what u said is just a bad design idea.

What they need is to improve a little more the dialogues and have more speak checks so ppl are happy, they cant bring back the skill check, bc u dont have skill to use it, but what they can do is perk check since the perk are all replace for skills when it come down to name, so if they work on the DLC and they still didnt do the dialogues for it, what they can do is "special option 5:Sciences rank 2:---------" .

But they really need to rework the 4 dialogue wheel.

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Jade Barnes-Mackey
 
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Post » Sat Dec 05, 2015 1:21 am

So are the two pictures at the start of the thread a fair representation of the dialogue? Or has there been a little bit of cherry picking going on?

I've started my second character now. Some conversations seemed to have turned out significantly different from what I remember first time. Others not so much.

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Greg Swan
 
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Post » Fri Dec 04, 2015 8:33 pm

There has been cherry picking to some extent. When making a case for yourself, you'll often use the best examples to demonstrate what you're saying, and it isn't any different with those images. Not everything is quite that bad. But the vast majority of the dialogue does indeed lead down the same path, even if all the options don't read as carbon copies of each other.

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Chenae Butler
 
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Post » Fri Dec 04, 2015 10:47 pm

In many places it doesn't matter so much, especially if you have Full Dialogue Overhaul (so you don't have paraphrasing) - but it is REALLY transparent whenever you're talking to a merchant. Three are the options are always taken up with Barter, No, and Meh - so any conversation has to be done sequentially on the ONE remaining dialogue.

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Eoh
 
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Post » Fri Dec 04, 2015 11:01 am

While I much would have preferred full sentences so I could make an informed choice in conversations... I think the real problem is that text masked the lack of actual verbal dialogue in the other games, when it were really the delusional thinking of a mute. Players were fooled in droves and stick irrationally to it.

Or in other words: Oblivion, FO3, NV and Skyrim had NO dialogue... just NPC monologue.

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Sharra Llenos
 
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Post » Fri Dec 04, 2015 11:32 pm

lol is true that in previews game u ask a small question and u have 2 pages of text sometimes =P

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Rex Help
 
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