Character not saying the sentence you chose from the convo tree, also in ToMI. why?
something that's been bugging me in EMI and Taletell's S&M, and that I've seen here that's been carried on to ToMI is that thing where you're given sentence choices and when you pick one, the character doesn't exactly say that sentence, but rather starts a conversation about the idea that the chosen sentence represents. You can see in the video, the player selects "prepare to be boarded" but guybrush starts talking with "heave to..." and all that. I don't know why this has become the norm in games that have convo trees. When I choose a sentence I expect to hear the character say it, if not only to assure myself that i actually DID choose that sentence and my hand didn't slip or something, but mostly because it just makes sense. Am I the only one who's bothered by this?
Also, doesn't the captain's shirt remind you of Prince Alexander from 'king's quest 6'?
Also, doesn't the captain's shirt remind you of Prince Alexander from 'king's quest 6'?
Sign in to comment in this discussion.
Comments
Now I think people are nitpicking just a little too much. Sometimes this method of dialog can be used for a comedic effect. It was present in MI2 as well.
I apologise if the above doesn't make much sense, not sure if I'm getting my point across how I want it - I blame too many vodkas & cheap red bull alternatives.
It's like when you think about an idea in your head and then when you tell it, you don't use the same exact words. I guess it's to simulate that.
Games like Mass Effect use it too.
Luckily, adventure games from Telltale and the old LucasArts don't penalize you for selecting silly written or double-meaning answers.
Guybrush is surrounded by an overwhelming number of sword wielding pirates, and you, the player choose the dialogue option, "I will keelhaul the lot of you, and spit on your graves, you lolly lickers," but instead, Guybrush says, "Uh, nice day, isn't it?"
It would be hazardous to Guybrush's health to make an insulting comment at a time such as that, but having the option is still amusing.
Dialogue choice: "back in grade-school they used to call me the DART master!"
Guybrush says: "back in grade-school they used to call me the DART master! or something that rhymed with that anyway
And you can still pull off the MI3 Andre style jokes with this system.
It's win-win for me.
Sam is talking to Max, and can choose the option "Tell me about your first kiss, Max". But when you click on it Sam would say something like "I just thought of something really disturbing that I'm not even going to mention it"
Kind of off topic, but I think we need to see more of the dual conversations where Sam and Max are interrogating someone, like from the start of S&M season 1, with Jimmy Two-Teeth, that was classic.
This can be used to suggest emotions. There are a few occasion in MI2 where Guybrush just don't dare to say what he had in mind. One example is when Wally is captured in that cell and Guybrush get trapped when reaching for the key.
Then, this can be used as an element of surprise. One example is in MI1 the dialog with the Voodoo Lady. There are some possible selections where Guybrush doesn't say anything at all, but the Voodoo Lady immediately starts to speak, knowing already what he was to say.
Mostly it is used to save screen space though, I think. Which is fine, as it is a bit boring to read a sentence over several lines, select it, and hear the exact same long sentence again. A short summarize in the selection is sufficient, imho.
Another alternative was the dialogs represented by icons, as seen in "The Dig" and "Sam & Max: Hit the Road". The aspect I don't like about this approach is, that you never know, if the dialog is just repeated, or if there is actually more to come when the same icon is selected repeatedly. Thus, I prefer short sentences in the dialog selection.
Doesn't bother me overly.... just a touch.
To sum up:
I like main characters to read what I tell them to.
I don't mind odd humourous occasions where he says his own thing so he doesn't get in trouble/offend
Not saying what I told him to say annoys me.
For example if you told Guybrush to look at a poster and he walked over, picked it up and threw it in the sea you wouldn't be too happy.
No, but that would get me laughing for a week non-stop. I'd be like, wth?!?! : ) ) )
Yeah, like in Sam and Max s01e05, in the COPS's virtual control room, when you talk to Max, there's this really long dialog sentence that you can choose, but when you choose it, Sam only says 'Stark.'
Anyway... While I love the new method, the method I prefer would actually be the choices being not too specific. It would be like 'Ask him about the rat' or 'Tell him to dance'.
The spoken dialog would be different, but it will be what we want him to say.
When I first read the thread I disagreed with the original post because it's nice to not know quite what Guybrush is about to say, but seeing this has changed my mind. I think I'd like a mixture of the two because these choices were always enternaining in the games.
Just kidding... or am I?
I supose you get used to it, but that is the fun, choosing which sentence you want to say - not paraphrased or reworded. It's okay to build upon the original choice once it's said though.
Mi2 is classic, even down to choosing which words are emphasised:
"Ill BE back"
"Ill be BACK"
"I'LL be back"
Why couldn't someone have chosed MY dialogue!
Edit: To clarify, I don't think it's bad when you click one line and the meaning remains the same but is said in different words, if anything that's a good idea to remove repetition. It's bad when you're presented with a choice, often subtly different phrasing, which does exactly the same thing for every option.
Mass Effect does the same thing for the same reason (since it was Bioware's first full-voiced game). Under a Killing Moon did it even further back than that. I really like it. It's the right way to do it.
But I don't think dialogue options is the biggest problem with conversations in ToMI. Even if the dialogue would be seen as it's fullest, or spoken like it's written, I think it would matter that much. It's the conversations themselves that are lacking. They don't really have that simplicity, humor and playfulness that made the first games so great.
I couldn't say it better. I fully agree ! I hope the guys from Telltale read this and the other posts und it will affect the other eipsodes. Maybe they can make a poll or a survey with some users and find out what we like and dislike.
I also think the game would look a whole lot better in 2d with drawn backgrounds, like CMI.
There are no details in the game now. Good drawn backgrounds can look so great and give a completely different amtosphere, which IMO fit better to adventures.
Usually Guybrush is not the one to throw the punchline, but the guy who responds to whatever he just said. And that you can not read in the dialogue choice.
Also I have noticed that TMI Guybrush does a lot of times repeat exactly the same words as you can see in the dialogue choice box, it's very rare actually that he says something else.
The people insisting that having Guybrush say something other than what the player clicked on can be used to good effect are, I think, a bit off task here. It's only funny when it's the exception, not the rule. Like the scene with the Voodoo Lady in CoMI where she asks if you want to see pictures of her kids.
If you know Guybrush isn't likely to actually SAY what you tell him to, then you also realise that your choices don't actually matter. And when it gets to that, why even bother with the illusion of choice?
I'm kinda hoping that this isn't a budget (costs too much to record the extra lines) or a timeline (VO is recorded and THEN the extra lines are dreamed up) restriction.
sure i dont say everything i think... but i always plan and think out what i'm going to say.. otherwise i find i say a lot of nonsense that is better worth being excluded in my thought process before i speak
unfortunately i have to agree with you that most people certainly don't give anywhere as much thought to what they're saying -_-
back on to topic, I like it when the majority of the lines are said exactly as typed, however, i'm not against lines being changed every now and again for comedic effect.
i found at the beginning of ToMI:LotSN with the journalist there were far too many changes, that really weren't that funny -_- it got quite aggrivating, lol. i haven't been able to play much further than that yet :P just talked to everyone in town, and I don't recall hearing it happen much more since the journalist
In reverse of what you claim, TOMI's replay value drops when the main character doesn't speak the subtitles offered.
This game isn't like that. Choice was a big part of the previous Monkey Island games (well, Secret was more limited than the ones that followed it, but still). People sometimes defend it by saying that they did that in previous Monkey Island games, but they overlook the not-so-hard-to-miss essential part of the way they did it. Guybrush wouldn't do it at random, he would almost always only do it when saying what you picked would be a really, really bad idea. Like talking back to a smuggler king and insulting a man of questionable stability who's in a big boat loaded with cannons while you're just in a rowboat. It's true, sometimes the characters would still have the same response each time, but at many points it'd just be redundant for them to have a unique response to a generic dialog choice. In Narwhal, it's not funny, and it comes off as lazy. The game's already short, so what's the point of not adding in a couple more lines of dialog when the opportunity presents itself?