How could the player choosing how his character says something possible be meta-gaming? The only meta-gamable aspect would be the action choice itself (as it has an in-game consequence); the tone, being only flavour, makes no difference to the game, and thus isn't meta-gamable.AmstradHero wrote...
You've focussed on the first half of my post, which is setting the problem and the possible solution, and subsequently missed the discussion of the failings. The point is that flavour choices are about flavour and giving Hawke a personality, whereas action choices are about the decision that is being made. If you're demanding that we give the tone of our decision, then focus is taken away from the decision itself and onto the meta-gaming issue of how that specific line making that choice is delivered.
Either that or I have no idea what you're talking about.
The bigger the decision, the more options I want. The problem with games like Mass Effect is taht the player is often saddled with an alternative he would have rather not chosen had he been given the option. In ME the player can't choose because the options are obfuscatory. In DA2 it would appear that the player cannot choose because the UI simply won't let him.PS I seriously don't want nine choices every time I have to make a big decision. Choice is good, but that many dialogue options makes things a little silly.
It's inconceivable that someone is willing to let the UI get in the way of roleplaying to that extent.





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