[quote]SirOccam wrote...
The game doesn't choose your dialogue choices for you, does it?[/quote]Yes it does.
[quote] You choose whether to encourage or discourage romances[/quote]No.
[quote]save or abandon the Council[/quote]Yes.
[quote]save or destroy the Rachni[/quote]Yes.
[quote]and lots more examples more mundane.[/quote]That were grossly outnumbered by the dialogue choices that were denied us.
[quote]If you had no control, there'd be no dialogue wheel. The whole point of the dialogue wheel is to let you make choices.[/quote]The whole point of the dialogue wheel was to give us something to do that felt like a choice. it wasn't a choice.
[quote]Don't confuse "not as much control as I would like" with "no control." This is central to my whole argument. Just because you want more doesn't mean there is nothing there.[/quote]There is some threshold below which there isn't choice.
ME was below that threshold.
[quote]You may not know the specifics, but the idea that that's the same as not making a choice is absurd to me. I can fire a gun in the air; not knowing where it will land does not mean I haven't done it. As inaccurate as the ME paraphrases can be, they're not
completely random.[/quote]Random = unpredictable. If the result cannot be predicted consistently, then it is effectively random. It being actually random would make no material difference to how the game played.
[quote]You still have an idea of the way you're shaping the course of the conversation, especially considering some of them are color-coded. The differences are mainly cosmetic when they happen. They might not be exactly what you'd like to have said, but for the most part, they get across some workable idea of the intent.[/quote]The idea of intent isn't workable.
[quote]Besides (and I hesitate to bring this up again), you could use that same argument in DAO. You know the words, but you don't know the tone. I know you have your own system for compensating for this, but that's (obviously) not part of the game.[/quote]And again, you're wrong. You say "you don't know the tone", and in doing so you're presupposing that there is some tone there to know.
There isn't. There's text. That's all their is. The writers wrote assuming a tone, but that tone isn't in the game. I can't hear it. Can you hear it? Make me an audio file of that tone.
The tone isn't there.
[quote]Note the bolded word. Selection. That is choice right there.[/quote]That's choice of a UI element, not character behaviour.
[quote]I'd buy what you're saying if your choices were only labeled by numbers or even left blank. But you do have some idea of what Shepard is going to say or do.[/quote]No. I repeatedly and consistently did not.
[quote]Yes, it really is. It's an uninformed
choice. If I am on a game show and I choose to wager all my winnings against whatever is behind Door #2, even though I don't know what's there, it doesn't mean I didn't make a choice.
[/quote]You chose door #2.
But what you're claiming above is that you chose the goat.
You didn't choose the goat. you chose door #2. With ME we were talking about choosing Shepard's actions and directing her behaviour. We're not allowed to do that. We're allowed to choose the paragon option, or the option that's paraphrased a certain way, but we're not actually allowed to choose the action.
You're claiming that the game show contestant intentionally and wilfully chose the goat. And that's just not true.
Modifié par Sylvius the Mad, 01 octobre 2010 - 04:48 .