Agreed with that 100%. I don't mind if there's some slight variation between the two but it seems that there's a lot more variation now.
I disagree.Agreed with that 100%. I don't mind if there's some slight variation between the two but it seems that there's a lot more variation now.
Is odd.
Why instead of a perfectly neutral question "Where is she now?" I get a phrase that clearly leads to a conflict? Moreover, this option was already in the dialogue window, but I've selected other one, and still got the second option! Just like it happens in Mass Effect.
An exact match isn't necessary, I agree, but the two examples @Yarsek posted showcase a pretty annoying issue IMO. They're not really a good summary of what I'd expect Geralt to say when picking said option (especially the second example).I actually like that what Geralt ends up saying is not an exact match. Dialogue options should be a summary - that allows for faster paced choosing without sacrificing the literary quality of the lines themselves. It also avoids the awkward redundancy of having Geralt say lines you already know.
I noticed that watching myself, and it could simply be a few frames lost in making the video.That line of dialogue matches perfectly with what the Crone last said, but it doesn't match the words you picked. So even though the scene still flows fine, Geralt isn't saying what you expect him to say, and that can be a little jarring (I would have assumed that line would have come from the other "I don't believe you" option).
Hopefully for the most part it's fine, just like TW2, but care for these sorts of situations is required.
It is useful to have summaries as options in dialogue in some ways, but it can also take allot for the experience. It is understandable that the options for Dialogue should be a summery for the sake of being manageable and allow for easier decision making, but I think it over simplifies the process and actually removes some of the uncertainty of knowing how a character will react to what you know will be your exact words. What I mean is that some of the enjoyment in dialogue is in the play, it is not about navigating choices so much as it is about engaging in a task that requires meaningful thought and consideration in order to be successful, its a kind of puzzle, which is part of the fun of Dialogue because when dialogue is complex we are forced to consider the motives of characters we interact with, it is important to our relation to characters that don't exist who are also part of a world that does not exist. dragon age origins was a game that had great dialogue. at times it actually made you carefully consider and even worry about what each option meant, and when those options are simplified, you become disconnected from allot of that sensation because you are less concerned about the meaning of your words and how they can be interpreted. it is because we have to think about interpretation that we think about characters in more detail than we would otherwise, which in turn makes them believable, so long as nothing else is taking from the sense of immersion and fragile sense of reality we can be experiencing from it. that said in real conversations we are not always so thoughtful, and so I think to some extent the game needs to reflect that too, and that is what I find interesting about the way in which shorter dialogue options are used, because in interactions we don't have enough time to process everything we say so there is also an argument for shorter dialogue options not only for convenience or easy management of your options. Geralt cant process everything in a split second although in the game we can sit around all day deciding on an option even in situations where you wouldn't have a few seconds to make a careful choice. So you can use simplified dialogue options to represent the intention of what you are looking to communicate when your role has little time to think about it. I think a balance needs to be met between short unrefined options and long accurate ones, and it should depend on the situation and what it demands from the character you are playing e.g.I disagree.
I actually like that what Geralt ends up saying is not an exact match. Dialogue options should be a summary - that allows for faster paced choosing without sacrificing the literary quality of the lines themselves. It also avoids the awkward redundancy of having Geralt say lines you already know.
So thanks, but no thanks. This way is much better.