errant_knight wrote...
If you're roleplaying, your dialogue can't be a surprise. On knows what one wants to say. The dialogue wheel takes DA further away from being an RPG and closer to something entirely different.
Bingo! Roleplaying hinges on me controlling my character. This has absolutely NOTHING to with treating my character as a carbon copy of myself.
When you're roleplaying in p&p, you don't grunt out random keywords based on which the GM tells you what your character says and does, and how she says it. Those decisions are entirely in your own hands. GMs would not be happy you demanded that, on top of controlling the plot and all the NPCs, the GMs are also obliged to roleplay your character just because you're too lazy to actually put any thought into her and act her out yourself. Someone who just wants to be surprised and entertained without actually contributing
anything to the game isn't roleplaying. The surprise comes from all the elements that the GM controls, and the entertainment requires mutual effort or else it's just a bunch of lazy and rude consumers leeching off the creativity and energy of one person.
Of course there is no real GM in a computer game who can get fed up with people who don't want to participate actively, just consume passively. A computer game will always have much fewer choices. But that, IMO, is what the choices that do remain, the ways in which you can bring your character to life, are doubly important.
The wheel or a similar system utterly kills differentiation between characters, which is bad for replayability. If all you can choose is saint-neutral-sociopath, what is the difference between two "good" characters? There is none. Every conversation will play out in the exact same manner even if I imagine their personalities to be totally different. But I have no options to pick lines that would reflect that -- because there are no choices, and because I will never know what my characters will say or how they say it.
Modifié par Korva, 10 juillet 2010 - 08:17 .