Blastback wrote...
Well, 'shorts, that is potentially part of the problem. You were playing Shepard as your version of Bioware's character. Other people were trying to play Shepard as their own charater. Which doesn't work as well.
Mass Effect was wonderfully cinematic, but it didn't present the illusion of player control quite the way that most other RPG's do.
I don't see it as a problem. Before VOs and the conversation wheel were invented, I was always going to prefer them. And people who played CRPGs differently for different reasons were always going to be either hesitant or downright hostile towards the idea. But I'm getting away from the point, which is why is there a discrepancy between so many people's expectations of what the character will say and the paraphrase?
Is it:
1) A desire for more specific control that the dialogue wheel isn't meant to allow? Is it an issue the dialogue wheel as conceived not able to solve?
2) The paraphrases are poorly or misleadingly written. Is it a flaw in execution?
3) Is it the user? Are some users more intuitive than others when it comes to predicting the complete thought when given the context and a paraphrase?
4) (Insert your own reason, my list is no means complete)
What will be interesting to see is if the addition of the icons explaining the intended tone is as big of a help as I think it will be, but until I've used it for an entire game, likely through more than one entire playthrough - I can't say so for sure.
Modifié par Upsettingshorts, 27 octobre 2010 - 12:11 .