The Walking Dead Law and Order Legacies Jurassic Park Back to the future: The Game Puzzle Agent Sam & Max Tales of Monkey Island Wallace & Gromit's Grand Adventures More Telltale Games
Forgot your password?
No worries, we can help!

The Walking Dead

Go Back   Telltale Games Forums > Tales of Monkey Island > Tales of Monkey Island General Discussion

Tales of Monkey Island General Discussion Talk about Guybrush's adventures in here!

Reply
 
Thread Tools Search this Thread
Old 06/20/2009, 05:03 pm   #1
Mataku
<obscure reference here>
 
Mataku's Avatar
 
Join Date: Jun 2009
Posts: 542
Default 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'?

Last edited by Mataku; 06/20/2009 at 05:07 pm.
Mataku is offline   Reply With Quote
Old 06/20/2009, 05:09 pm   #2
Planeforger
Freelance Lagomorph
 
Planeforger's Avatar
 
Join Date: Jan 2007
Location: Melbourne, Australia Interesting Posts: 0
Posts: 290
Default

I'm not bothered by it at all, as long as the lines essentially mean the same thing. Why would you want to hear them speak out the same line you just read? That'd get a bit repetitive.
Planeforger is offline   Reply With Quote
Old 06/20/2009, 05:20 pm   #3
Edward VanHelgen
Senior Member
 
Edward VanHelgen's Avatar
 
Join Date: Jun 2009
Location: plunder island
Posts: 417
Default

yes, i find it interesting also, its like u get two dialogs in one, as long as the writings are good. also, anyone remember the joke from earlier mi games, when u get dialog options to say something brave, i cant quite remember in which scene, but whatever you choose guybrush would say something sissy
Edward VanHelgen is offline   Reply With Quote
Old 06/20/2009, 05:31 pm   #4
Secret Fawful
Fearless Oathbreaker
 
Secret Fawful's Avatar
 
Join Date: Jun 2009
Location: Stuck In This Pose Sexiness: Off The Charts!
Posts: 5,227
Send a message via MSN to Secret Fawful Send a message via Skype™ to Secret Fawful
Default

Quote:
Originally Posted by Mataku View Post
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'?
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.
Secret Fawful is online now   Reply With Quote
Old 06/20/2009, 06:05 pm   #5
corruptbiggins
ready player one
 
corruptbiggins's Avatar
 
Join Date: Nov 2007
Location: Fintlewoodlewix
Posts: 2,239
Send a message via Skype™ to corruptbiggins
Default

It also saves from typing the whole response verbatim in the dialogue options. I like it because I think it makes it easier to be sure what your character is trying to say and, like previously mentioned, it gets boring just hearing what you have already just read.

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.
__________________
Currently reading... Shadowfires by Dean Koontz

Portfolio / Blog / YouTube

"Time is an illusion. Lunchtime doubly so."
corruptbiggins is online now   Reply With Quote
Old 06/20/2009, 06:27 pm   #6
MusicallyInspired
Senior Member
 
MusicallyInspired's Avatar
 
Join Date: Jun 2009
Location: Winnipeg, Manitoba, Canada
Posts: 4,651
Send a message via AIM to MusicallyInspired
Default

I like it.
__________________
Quote:
Originally Posted by TomPravetz View Post
This is the internet and you made a typo. Therefore, I won this argument. My opinion is now fact.
MusicallyInspired is offline   Reply With Quote
Old 06/20/2009, 07:13 pm   #7
pilouuuu
Senior Member
 
pilouuuu's Avatar
 
Join Date: Jul 2008
Location: Deep at the World's End
Posts: 314
Default

Yes, it's OK as long as both options are well written.

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.
pilouuuu is offline   Reply With Quote
Old 06/20/2009, 09:52 pm   #8
Breakman
Freelance Psychonaut
 
Breakman's Avatar
 
Join Date: Apr 2008
Location: In the small town of Terlawk...
Posts: 265
Default

It all depends. I've played games (not necessarily adventure games) that I picked a certain dialog choice and it ends up totally different from what I thought it meant. I've gotten myself in trouble in Harvest Moon and Steambot Chronicles more than a few times.

Luckily, adventure games from Telltale and the old LucasArts don't penalize you for selecting silly written or double-meaning answers.
__________________
Have a massive amount of time to write about your favorite comic/videogame/cartoon?
...me neither.
BUT, if you do have a bit of spare time, why not spend it here: The Sam & Max Wiki!
You'll be glad you did!
Breakman is offline   Reply With Quote
Old 06/20/2009, 10:08 pm   #9
Mike Haley
Senior Member
 
Join Date: Oct 2006
Posts: 367
Default

Quote:
Originally Posted by Edward VanHelgen View Post
yes, i find it interesting also, its like u get two dialogs in one, as long as the writings are good. also, anyone remember the joke from earlier mi games, when u get dialog options to say something brave, i cant quite remember in which scene, but whatever you choose guybrush would say something sissy
Imagine this...

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.

Last edited by Mike Haley; 06/20/2009 at 10:17 pm.
Mike Haley is offline   Reply With Quote
Old 06/21/2009, 01:13 am   #10
Duate
The Suprise is A DOLLY??
 
Duate's Avatar
 
Join Date: Nov 2006
Location: Colorado, USA
Posts: 373
Send a message via AIM to Duate Send a message via MSN to Duate Send a message via Yahoo to Duate
Default

yeah. it's wicked boring reading a whole line and then having to sit there while they say it. plus it ruins jokes. in sam and max a lot of the jokes would have been just "heh" if you read them verbatim in the dialog tree. it's much funnier to be surprised at something hilarious that they say out loud based on an dialog "mood" you chose
Duate is offline   Reply With Quote
Old 06/21/2009, 02:10 am   #11
Important-Looking Pirate
Member
 
Join Date: Jun 2009
Posts: 66
Default

this is nitpicking but a good point as straying away from the 'script' often doesn't feel right and in many cases is just waffle. It bothers me where the essence of the chosen dialogue option isn't expressed such as the example where "prepare to be boarded!" alone would have sufficed. I liked how CMI was tighter with this and stuck more to the script and what you chose guybrush to say. I think this is an important gameplay element. 'Off-script' jokes can always be added in a followup sentence after the main dialogue choice. Perfect example is (can't remember exact but something like):

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
Important-Looking Pirate is offline   Reply With Quote
Old 06/21/2009, 03:48 am   #12
Fury
Banned
 
Join Date: Jun 2009
Location: Homeless (until I get a new car)
Posts: 1,363
Default

I prefer this method, I saw the trailer and I thought it was awesome.

And you can still pull off the MI3 Andre style jokes with this system.

It's win-win for me.
Fury is offline   Reply With Quote
Old 06/21/2009, 04:23 am   #13
Molokov
Dingo in a Maternity Ward
 
Molokov's Avatar
 
Join Date: Apr 2007
Location: Adelaide, Australia
Posts: 1,139
Default

It was used to great effect in Sam and Max.

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"
Molokov is offline   Reply With Quote
Old 06/21/2009, 05:13 am   #14
The Burninator
Charming. Suave. Muscular
 
The Burninator's Avatar
 
Join Date: Aug 2008
Location: The centre of the known universe. Ireland.
Posts: 219
Default

I think it allows them to put a joke into the sentence without you seeing it first. And I like it, adds a tonne of variety that you don't really see.

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.
__________________
Now playing
-World of Warcraft (still. >.>)
- Sam and Max Season 3
The Burninator is offline   Reply With Quote
Old 06/21/2009, 05:28 am   #15
doodo!
Banned
 
Join Date: Jun 2009
Posts: 4,268
Default

Just as long as we're not trying to order food from a restaraunt or give specific traveling directions to some one we'll be ok .
doodo! is offline   Reply With Quote
Old 06/21/2009, 08:33 am   #16
LogicDeLuxe
Senior Member
 
Join Date: Jun 2009
Posts: 280
Default

This method was used occasionally since the invention of multiple choice dialogs, I think. And it is useful in several ways:

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.
LogicDeLuxe is offline   Reply With Quote
Old 06/21/2009, 03:34 pm   #17
SurplusGamer
Mojo Mixer
 
SurplusGamer's Avatar
 
Join Date: Oct 2006
Location: London, UK
Posts: 418
Send a message via MSN to SurplusGamer
Default

I have to say I like the old way of having it say exactly what the dialogue would be. Part of the fun for me was always reading all the possible dialogue in there, like the joke in MI2: when you can tell Phatt 'I'll be back!' or 'I'll be BACK!' or 'I'll BE back!' etc. doesn't really work with that system. I like those little dialogue jokes, they're very monkey-islandy, and I don't know why but this seems to take away from that.

Doesn't bother me overly.... just a touch.
SurplusGamer is offline   Reply With Quote
Old 06/21/2009, 03:52 pm   #18
Shwoo
Senior Member
 
Shwoo's Avatar
 
Join Date: Apr 2008
Location: Canberra, Australia
Posts: 1,486
Default

I like the way the options don't match what the character says. It's funnier that way, and less repetitive. In Sam & Max, I assumed the options are what Sam is thinking, which would explain why Hugh Bliss recites them exactly when he reads his mind, and why Sam doesn't say anything when you select the option to ask Max about his first kiss, or to ask naked Bosco if the carpet matches the drapes.
Shwoo is offline   Reply With Quote
Old 06/21/2009, 09:15 pm   #19
Kradath
Member
 
Kradath's Avatar
 
Join Date: Nov 2006
Posts: 32
Default

I think it would destroy my fun if I read everytime the sentence before the person says it, I would liklier skip the audio afterwards as I already know what the sentence is about. I like it how it is now.
Kradath is offline   Reply With Quote
Old 06/23/2009, 01:14 am   #20
fwed1
Senior Member
 
Join Date: Jun 2009
Location: Milton Keynes, England
Posts: 116
Default

I much prefer the old method of say what I tell you to say. Except in rare humourous cases where Guybrush would basically say ARE YOU JOKING!? to me. If I tell Guybrush to say prepare to be borded I do not want him to say I am coming aboard... it doesn't have the same effect. It really disappointed me in Sam and Max when I thought this line would be funny to say I wonder what his reaction will be and then it is changed t a boring sentence. I also like to read all the dialogue options as I will not be able to experience them all usually without replaying that section in a new game.

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.
fwed1 is offline   Reply With Quote
Reply

Bookmarks

Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -8. The time now is 02:05 pm.


Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Telltale Games - © 2013 Telltale, Incorporated. All rights reserved.
Home  |   Store  |   Blogs  |   Forums  |   Product Support  |   Corporate Info  |   Press Releases  |   Jobs  |   Terms of Use  |   Privacy Policy