Sidney wrote...
Acting is playing a role. If Martin Landau can own Bela Lugosi - and is is a role not an imitiation- then your Shep, which you have epically more control over than his Lugosi, should be a snap.
Landau had infinitely more information about Lugosi that the ME player does about Shepard. How would you
suggest that player is supposed to know how to play Shepard in the absence of that information?
Plus, he knew what he was going to say and how he was going to say it.
You are limiting yourself because if you can't 100% control everything about your role you can't manage it. That's pitiful. You can own any role you want but you just decided to stamp your feet about Shep and not bother.
I tried to roleplay Shepard, but Shepard routinely behaved in ways I didn't select (and wouldn't have given the option).
I even asked for help. If you have any tips, I'm listening.
Sidney wrote...
In a CRPG yes, both things are irrelevant. You aren't picking words or tones. You are picking reactions and intent.
Intent, yes. But reactions? You can't control people's ractions. My characters don't have special mind-control abilities,
How "I'll help" is phrased doesn't matter because you can't control that.
Yes you can. In every game without a voiced protagonist you can control exactly that. The dialogue options are an abstraction, whether they're written out sentences or just keywords.
I know you want to just ignore the words on the screen and have a play in your head but the game responds to the words on the screen. You can't escape the writer's intent unless you just really ignore the game in total.
I'm not ignoring that happens on screen. I'm accepting it for what it is, just like hit points or levels or THAC0. They're abstractions to allow the game to work without delving into needless minutia.
As soon as we stop using abstractions, either we need all that minutia or we suddenly stop modelling anything resembling reality.
Modifié par Sylvius the Mad, 27 septembre 2010 - 05:37 .