tbsking wrote...
We do have to expect a sparse dialogue format because voice acting is expensive. The more lines, the more possible results, the more they have to record and pay for. If you limit the lines to 'nice', 'professional' and 'mean' then you save money by reducing the amount of lines that need to be recorded and by limiting the number of lines that a player won't hear on any given playthrough.
Just consider the number of lines you don't get to hear in DAO.
Yeah and most of them broke down into nice, professional and mean or some set of them.
At this point you are talking about dialog choices and while people rail about fewer choices (not in this case total in the game but per conversation) the wheel allows for 6 options and normally 4. Now, how many times did the menu present you with more than 4 options? How many more than 6? The wheel doesn't effectively limit your dialog options unless you think there were a lot of dialog options where you had 7 choices.
The wheel is a menu structure nothing else but people are acting like rather than being a UI convention it is something more meaningful. Rather you use a traditional file structure or a
hyperbolic tree doesn't change the nature of the information you are seeking but rather how you get to it.
I fired up the Dalish Elf origins and here are some sample dialogs leaving aside things like merchant banter which we all have to agree has no issues. The very first lines on finding the Shem:
1. Kill them - what do I care? The others will never know.
2. Let them go. You judge a human too harshly.
3. Let's find out what they are doing here
4. Give them a warning. Killing them would only bring trouble.
OK, so we have Evil, Good, Inquiry, Neutral. We also have options that don't fit what I want to say. Now those dialogs aren't impossible on the wheel. "Kill them", "Let them go", What are you doing", "Give Warning". Simple clean and no change. I'm sure we'll get the "But I don't know why I want to kill them with out the supporting phrase" crowd but of course you don't get 3 "Kill them" options with different motivations. If you are going to kill them the why is already set in either voiced or menu driven formats.
After the first battle with the female mage:
1. I'm fine. Why do you ask?
2. Nothing I won't recover from.
3. Stop fussing over me.
WTF do any of these really mean? Depending upon the tone any of them could be playful, irrirated or just blah. I have no idea which one is the "Hey I sort of like you" option or which one is the "F' off and die you nagging $%^&" option. Now on the wheel it might be "Inquisitive", "Indifferent", "Irritated" and those options actually tell me MORE in this case than the menu options do.