CoS Sarah Jinstar wrote...
The player can't control how an NPC would react to anything in the first place, you're not the npc.
No, but the writers can. The imagined delivery of the PC is all well and good, but the consequences of your dialogue choice are pre-written, and thereby assumes certain things about how the PC delivered the line by implication. That isn't to say Sylvius' method is wrong, it's just suspension of disbelief. Suspension of disbelief is something we all do to some extent or another with all fiction.
The way dialogue works in DA:O hurts my ability to suspend disbelief, and features like a voiced PC and a dialogue wheel enhance it. That's a
personal preference and not any objective underlying truth about how these games should work. The idea that I don't know
precisely what my character is going to say draws me in to the conversation when he actualls says it, and if I make my selection on the dialogue wheel in a timely fashion, the resulting conversation feels more real to me when when I pick a line of text on the bottom of the screen then hear an NPC talk
at me. That's the difference to me.
CRPGs are like choose your own adventure books. They only mimic tabletop RPGs, and the way dialogue works is one of the major ways this reveals itself. Picking a line of dialogue or a quest resolution in DA:O is more like choosing between turning to page 47 or page 53 in a book than telling your GM what you want your toon to do next in a pen and paper RPG. The choices and consequences are already written, they're
all parts of Bioware's story, you are only choosing which form of the story you want presented - you're not writing it yourself - and any imaginative embellishment is incidental.
Modifié par Upsettingshorts, 05 octobre 2010 - 12:59 .