I think that's putting it simplistically. I never felt like my PC persona was broken just because an interaction here or there did not go how I expected or intended it to. I mentally filled in the blanks and tucked in the corners. The actual in-game dialogue, other than action-defining choices, was more of a starting place, an inspiration, not the text of my mental story. Maybe you didn't know or didn't intend for players to play the game this way?? It sounds like you'd rather be writing closed stories rather than providing more open-ended opportunities?David Gaider wrote...
So you like being able to read the line with the inflection in your own head, making it sarcastic or angry or happy, even if nobody in the game reacts to that? Or, in fact, reacts differently based on our intent regarding the line rather than your own? This is better?
In any event, I anticipate it is going to be much more difficult to feel in control when the PC is off going at it and I'm just sitting back as spectator. The constant check-back that you seem to think is tedious or unnecessary is what makes the dialogue interactive. If I didn't want that, I'd watch a movie rather than play an RPG.
But apparently the masses think that being "cinematic" is more important.
Indeed.Because I would think being able to communicate our intent more clearly and still give you options to define your personality by choosing how you say things as well as the actions you take still gives you plenty of options to take the character in the direction you choose. The only thing you lose is that your character uses a defined voice-- not necessarily a defined personality-- but if you associate that much simply with the voice then there's really not much more to say, is there?
Modifié par Addai67, 11 juillet 2010 - 07:35 .




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