Sylvius the Mad wrote...
Why do you keep doing that? Why do you think the PC is acting contrary to your preference?
I can see thinking this was a problem in ME, but in DAO the tone isn't represented. Why do you think your PC isn't behaving as you would prefer?
Because, as I have said many times, some of us accept an external standard of evidence. Which is to say that the in-game reality is the joint product of the internal state of the PC and the reactions of all the other NPCs.
If the NPCs have a line delivered a particular way, it leads to an absolute breakdown of the game if we assume they are insane and misinterpret lines left and right (it leads to the case where Duncan is alive and in the party the entire game, or the case where you are a shapeshifting alien lizard investigating the blight before it spreads to your homeworld, or Captain Picard off on a run during the holodock, with Flemeth really being Q).
Effective roleplay = progression through the game. Roleplay is the point of the entire genre.
You're defining progression in some way I don't understand.
From a design standpoint, it is not
dialogue that advances the game. It is reaching the flags and killing the neccesary enemies. To complete the game, the only thing neccesarry is to hit each flag.
I hit the 1-2-3-4 keys in a random pattern created by a random number generator and I will progress through the game. Creating a character, considering a background, designing a personality - these are all things that are an aspect to enjoying the game, and playing it
right, but they are not things that are required to progressing through it.
Really? So you're arguing that the NPCs can always read the PC's mind, and I'm the only one questioning that?
That seems implausible.
No; I think misunderstandings are possible. Except that they are only possible when they can be addressed as such. So for example, I tell Morrigan that my friend always told me I was a big man. She interprets this as some sort of sexual innuedo. I consider a misunderstanding possible only if there is a dialogue choice that lets you address it. Otherwise the line was said and delivered straight, because otherwise I am forced to assume that there is no established reality in the game.
I insist that I can, but as long as I think I can meet it, it's a fun way to play the game.
Right. I won't disagree with that; I have no intention to tell you how you should or should not play your game. I am just pointing out when you are making a reasoning error in trying to generalize things to a question of design.
And it is my position that this is a wholly absurd position. The full text of the line is available to you, there are no time pressures on the selection of that line, and the game never contradicts whatever tone you choose yourself.
All of that is irrelevant. It is not time, and it is not text that determines the meaning of a sentence. The pragmatics of the phrase are forever hidden to you.
Consider the statement: "That was a great idea."
There are multiple ways to interpret this. It could be "
That was a great idea." and you want to point out that compared to other ideas, this particular idea was great. It might be "That was a
great idea." and you are sarcastic; your meaning was in fact that this idea was not great at all. It might be "That was a great
idea." and you want to point out that it was the theoretical formulation that was great, whereas the practical application was not.
Giving me only the sentence, even
with context, still does not mean I can always know for certain how the line will be delivered and interpreted.
You say, I as the player add the pragmatic emphasis to produce the intended meaning. My counter is that in-game, other characters take what you say to be otherwise and no opportunity exists to correct them (in some cases, you are even
forced to act as if you meant the line in one particular way). To give an example of that, suppose you have the statement "Yeah, let's do that." It could be straight and affirmative - as in, yes, we should follow the course of action. Or it could be mocking and sarcastic. Suppose you give the sarcastic tone. But the game plays it straight. You are then locked into a course of action where you are doing the opposite of what you want.
All of this is to prove that in fact, it is not the case at all that merely having the full written statement and the time to interpet it is not sufficient to say that you can have it achieve any intended meaning at all.