tmp7704 wrote...
Then i think we actually are using different definitions of unique here, as result of different criteria -- your approach defines unique as "item must be different from others in every aspect" while mine does it as "there's no other item identical with this one".
Fair enough.
Well i guess then it worked although it'd be quite easier to say "unique for me means no aspect of item must be shared with another" 
For the record you're correct, i wouldn't consider having 5 reskins for single mesh identical with functionality of DAO where it could be 5 different reskins for each of 5 or so different meshes ... it would however be welcome improvement over what DA2 seems to have.
I can appreciate that, but I just want to explain where I'm coming from at this point.
Well now this i think is a cop-out
in the sense "skin-tight spandex" when it comes to superheroes is quite more specific than "material covering the naked body", as it means certain shape which follows very closely the hero's figure. In other words, it does describe certain "basic design" much like "t-shirt" describes a basic design, too.
(and you can rather safely say that tshirts are pretty much all reskins, in similar manner)
But Captain America and Spiderman ostensibly wear skin tight spandex, and yet are barely anything alike, in particular because they get
different physical builds. In a video-game where this is not possible, the custom mesh has to account for that.
Sylvius the Mad wrote...
The orientation of the
options isn't particularly relevant.
I should have been more specific. I used the wheel as representative of its UI, i.e. the paraphrase.
We've
had that for many years. DAO had scripted action and body language
I couldn't control. That's still a bad thing, but it's clearly a
tolerably bad thing.
Not to the extent ME had. ''Time to shut you up'' in DA:O did not result in you punching someone in the face. You say that with the paraphrase, you can get away from it by removing the line as said. The problem is that the wheel incorporates
action with the paraphrase. That you remove the spoken dialogue does not remove the posibility that the associated action (or lack thereof) you build into your character concept would still be overrun.
Because then I wouldn't know what the NPCs
are saying.
Muting the PC and turning off subtitles would
eliminate the paraphrase problem, as that's only a problem when the
paraphrase and the actual line disagree. If the actual line ceases to
exist, the paraphrase becomes the entire abstraction of the PC's
expression (just like the full line options in DAO, or the keyword
dialogue in Oblivion).
But without subtitles, I can't follow the
NPC lines if I can't hear their voices. Hence my request to mute only
the PC VO.
That presupposes the only conflict you can have is with the spoken line of the PC. But ME and ME2 include actions with what Shepard does, even without the interrupt. Sometimes, these actions can break character.
Not to mention that this solution only works for your idiosyncratic style - for this to even be a compromise, it would have to be the case for Bioware that fans of silent VO do not want full sentences in absence of VO, but only rough statements & cues.