Will Fallout 4's new dialogue system help or hurt the story?

Post » Wed Dec 02, 2015 9:34 pm

Yeah I said before that I had trouble with the conversation wheel. Keywords or short phrases can just not always catch the right tone you want to give in your answer. It did work generally though. Bioware jsut gets away with it because their writing is generally really good.

But yeah from the dialoge wheel we saw from that Initiate quest: Feral?/Yes/No/Unsure we do not need to worry, because there is just no tone one can possibly assume from the keywords given. I listended to the conversation and therefore know what each answer means, but how I am answering I have no idea. Also, as I stated, if you miss audio something because you are distracted there is no way you can assume what was said by the answers you can make. Which is incredibly great because you are actually deciding a quest here, which is morally grey. And you might have no idea what you are doing. Awesome.

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Hella Beast
 
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Post » Wed Dec 02, 2015 6:45 am

Apparently it's oftentimes:

-YES

-NO

-MORE INFO

-MISC (sarcasm, humor etc)

And it also seems that once you select something, you're locked out of selecting others, ever. Like, you can't get more info about quest if you just say "yes". I read confirmations about it but didn't see myself so I'll select "UNSURE" to your question. :D

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Lisa
 
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Post » Wed Dec 02, 2015 8:25 pm

It's hard to infer before the fact, but I think there's an interesting corollary question to be asked.

In what ways could this new dialogue system improve or aid storytelling in Fallout 4?

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Gemma Woods Illustration
 
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Post » Wed Dec 02, 2015 7:29 pm

Depends on exactly how the system works and whether someone prefers voiced or silent PC's. I prefer a voiced protagonist and have enjoyed many games with a similar system such as ME 1,2,3 DA 2 and Inquisition, Witcher 2 and 3 so unless bethesda manages to royally screw up the dialogue system it will have a positive effect on the story from my perspective. On the other hand if you prefer a silent protagonist then a negative effect is probably more likely.

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Courtney Foren
 
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Post » Wed Dec 02, 2015 10:15 am

This!

Dialogue should be seen as an end in itself, and IMO it's possibly the most important end in Bethesda's RPGs.

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Nathan Risch
 
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Post » Wed Dec 02, 2015 4:41 pm

I can understand the inclusion of a voiced protagonist, not to be reductionist, but it's basically to keep up with storytelling convention within the AAA space.But the reason for its inclusion being that an auditory response can yield greater emotional experiences can be refuted in one word: 'Books', or another 'literature'.The written word has been a more than competent vessel for not only emotion but intellectualism; whether it's Carl Sagan's reflection 'That blue dot', Leon Trotsky's essays against Hitler & Nazism or the writings of Albert Camus on existentialism.

The written word can more than match its spoken counterpart, and if you're failing to reach poignant emotional beats that's a reflection on your own writing ability and not on the medium itself.

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Matt Gammond
 
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Post » Wed Dec 02, 2015 6:48 pm

^ A lot of the new additions and loss of older mechanics have been hurting the game [for me] rather than improving it.

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SEXY QUEEN
 
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Post » Wed Dec 02, 2015 11:56 am

All i'm saying is within video games i prefer a voiced protagonist, i never said a voiced protagonist is superior objectively just that its superior for me subjectively. I also wasn't challenging the competency of the written word.

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Gracie Dugdale
 
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Post » Wed Dec 02, 2015 6:24 am

I was thinking if their are consequences based on the dialogue options you choose, then it that could be a bonus and aid in storytelling. This new system is the thing I am curious to see how it plays out.

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Tamara Primo
 
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Post » Wed Dec 02, 2015 6:18 pm

Yeah sorry, I just remembered one of the devs saying so during E3 and then I needed to vent.

I'll edit out your comment (this is probably a sign that I should go to sleep).

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Marie
 
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Post » Wed Dec 02, 2015 2:01 pm

How would that be exclusive to the new abbreviated dialogue system?That would be easily achieved with a more voluminous dialogue system as well surely?

Unless I'm missing your point? Which is possible; I'm practically falling asleep on my computer.

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Hazel Sian ogden
 
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Post » Wed Dec 02, 2015 3:59 pm

No worries i imagine it can be frustrating to see all the AAA rpg's going with voiced protagonists if you prefer silent ones.

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Charlie Sarson
 
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Post » Wed Dec 02, 2015 4:33 pm

Based on the leaks I have seen and from what people have been saying the consequences in the game...

Spoiler
are basically nonexistent. Of course they haven't played much yet I'm sure, but some have claimed to have beaten the game. Not sure if it needed a spoiler, but better to be safe than sorry.

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Susan Elizabeth
 
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Post » Wed Dec 02, 2015 8:46 am

Well, it seems like you get 1 shot at answering a question, no repeats, no backtracking, which was a staple of the old system. SO maybe this is going to make us choose, and choose wisely as whatever we decide will be important? I dunno, is very hard to tell, what without playing it and seeing how it goes.

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victoria gillis
 
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Post » Wed Dec 02, 2015 9:50 pm

To be honest I like both, but I think it's bold (and probably fallacious) to claim that one is significantly better than the other at engendering great emotional scenes or experiences as the developer claimed (in this video I think) - https://www.youtube.com/watch?v=_L4OFTOzNqg

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Jade Muggeridge
 
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Post » Wed Dec 02, 2015 5:10 pm

I personally have seen the switch to a voiced protagonist as sort of an emphasis on the current trend for games to try to be more cinematic, rather than more about player imagination or things that require more investment in order to enjoy. Cinematic experiences are easier to enjoy when one has minimal investment into the game, whereas more roleplay/imagination-esque experiences tend to be more acquired through numerous hours of play. I personally don't play most videogames for the cinematic aspects, however. The most immersive thing any game can do for me is allow me to build myself into the world within the confines of what I decide to do/be, and a lot of that experience for me comes from NPC interactions, factional things, and experiencing the settlements and those therein in an in-depth and flavorful way. I'm definitely not a fan of most things that force me to sort of use a major template for the experience, where it's as if I'm playing a pre-made character that merely causes me to sort of watch everything unfold in a very... bystander-esque manner.

Part of me is also a bit worried with BGS citing that one of their main inspirations for FO4 was GTA V, considering that GTA has always had a very fixed protagonist. I've seen people argue that Fallout has always had a more fixed persona, and as I started the series with Fallout 3, I wouldn't be able to differentiate whether or not that is ultimately true. However, even with the pre-existing elements of Fallout 3, I felt still like a lot was up in the air. My main worry also would be that this is a sign of the times for what will come in the next TES game, in which I will be very dissatisfied if many of these ominous things being discussed (being locked out of dialogue after you talk to someone, only 4 topics for any given NPC, etc.) come true.

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Helen Quill
 
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Post » Wed Dec 02, 2015 4:40 pm

Possibly, but I'd also argue the amount of dialogue and therefor information given to the player might preclude them from making wise decisions, the player might be severely punished for blindly stumbling through a dialogue situation that sheds little light to begin with.

Though as you've said, it's all conclusory until we can play Fallout 4 for ourselves.

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Leah
 
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Post » Wed Dec 02, 2015 4:54 pm

I hope your sources are woefully fallacious :lol:

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Tikarma Vodicka-McPherson
 
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Post » Wed Dec 02, 2015 7:24 pm

I'm not seeing how it's tied to voiced PC, Telltale games have both voice and a proper sentence or even more to explain what we're exactly saying. The confusion is non-existent and I do like 1-2 mistakes per game at most even with that many dialogue choices and that has been due to time limits, not lack of elaboration by text.

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Marquis deVille
 
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Post » Wed Dec 02, 2015 8:47 pm

I can't see it helping much.

I wonder why BGS decided to simplify it so much.

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Alada Vaginah
 
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Post » Wed Dec 02, 2015 5:46 am

http://sheattack.com/myblog/wp-content/uploads/2013/08/casual-gamer-300x228.jpeg

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Charlie Sarson
 
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Post » Wed Dec 02, 2015 4:22 pm

There's a good chance they are. I mean, there isn't much gameplay that I have seen, and the other stuff is basically like a game of telephone. My friend heard from his friend who wouldn't shut up about stuff he read/saw elsewhere. As far as the latter source goes it's probably a bunch of horse sh..poop.

Whoa! My emotes are all swapped around with stuff I never use. :brokencomputer:

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Andrea Pratt
 
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Post » Wed Dec 02, 2015 9:30 pm

I heard its worse than DAII, lol jesus.

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Jarrett Willis
 
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Post » Wed Dec 02, 2015 12:06 pm

Neither. It will present it; but don't expect any subtlety or deeper meaning to what the PC says. That fact that it's abridged indicates that knowing exactly what the PC will say does not factor into anything significant. There will be no need for careful choice of words, because the story won't support it.

Quite unlike Fallout series before FO3. For instance in Fallout 2, the player can actively elect to pick the most respectful response to First Citizen Lynette (every time in every conversation), and as a result can potentially be instated as the captain of the guard for Vault City. This would be impossible under the FO4 dialog system, because ~it's not obvious (so it wouldn't be in FO4), and because the player cannot know the most respectful response.

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Life long Observer
 
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Post » Wed Dec 02, 2015 6:03 pm

After I play the game I'll post and let ya know.

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Mélida Brunet
 
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