[quote]In Exile wrote...
No, the very next thing
you would do is point out that they are wrong. I almost never do that, partly because I can't actually tell that they're wrong (I don't want them to read my tone, so I don't read theirs - I'm polite that way), and partly because their interpretation isn't usually important to me. [/quote]
What you're doing is actually very rude; you're intentionally misleading the other person. I wouldn't be surprised if the people are often upset with you in these situations.
That being said, yes, the standard is idiosyncratic, sure. But it makes my characters impossible. How can I roleplay, and how can I feel psychologically close to my character, if the character I want to create cannot exist within the game world, and has behaviour directly contradicted by on-screen content?
The effect of this implementation on my is identical to your concern over PC VO.
Moreover, your practice is incredibly confusing. If you don't want people to read your tone, you need to explicitly tell them so, since you have decided to behave by rules of conversation which simply are not widely accept, and are broadly speaking against not only social convention, but biological reality.
[quote]What matters is what I said and how defensible my position is.[/quote]
To you. It's important for you to add that it matters how defensible the position is to you, because you use a very unique standard of evidence, and you wouldn't care if you can convince others if your position so long as you can be convinced in your position.
[quote]In Exile wrote...
But you can't know whether you have a "good account" of the personality unless you have perfect knowledge of it. Otherwise there might be some relevant aspect of which you're unaware. [/quote]
Sure you can. You're begging the question against me. It is just like you can have a "good account" of the physical world without perfect knowledge of it, or a "good account" of another person by having only imperfect knowledge of them.
Like we discussed in the other forum: it always come back to preponderance of evidence. So long as I can believe X about Shepard, accurately predict the broad effect of actions in the term (i.e. Shepard will be angry here, violent there, heroic here), then that is sufficient to have a good understanding of the person.
Very rarely is the specific detail of what a person does relevant.
[quote]And how do you know that with a character you didn't create and haven't had a chance to meet yet? [/quote]
You obviously wouldn't. Once you met them, preponderance of evidence.
[quote]Only very generally do you know these things, and only very generally can those things direct his action. [/quote]
Right. I am not seeing a problem with this. Again,
I don't have your standard of certainty.
Only very generally do I know the subatomic structure of the world (unobservable physical entities are incredibly complicated concepts) but I have very good reasons to believe that an electron behaves as described by the current laws of physics,
even if those laws may be altered (even unrecognizably) in the future.
[quote]And, because the resulting actions from Shepard are very specific (and beyond your control), you're limited to a character who would do one of that exact list of things. [/quote]
You're begging the question against me. Once again: I outright reject that the detail of actions beyond a certain point matters.
Let us take this situation: suppose I can smoke a cigar in my room, or at my desk, or with my friends, or after my class. Each is part of a causal chain that will lead to my dying of lung cancer in Vancounver, or liver failure in Montreal, or a heart attack in Edmonton.
There are, quite frankly, millions if not billions of possible combinations of smoking and death that can occur. But that is only relevant if you posit that such details matter; we can simpyl say
all smoking is poor, because it leads to death through
some failure of health.
And that is the sort of general description I use when I play an RPG. So long as this general sort of causal effect is met, and I can predict it, I am happy.
Were I to use your standard, a silent VO game would be as frustrating and impossible as a PC VO game. My PC would never carrry a knife and cut throats - were I to care about this level of specificity, beyond Dragon Age being broken for me because of the inability to correct misunderstandings, it would be broken because of the spontaenous and incoherent instances of knife murder.
[quote]The broad effect I want is for me to be right.[/quote]
Er, what?
[quote]How do I choose dialogue options if I don't know their literal content? Without that I can't judge their accuracy.[/quote]
Their literal content is only tangentially related to their accuracy.
We come right back to pragmatics.
I will come over right now.
I will
come over right now.
I will come over
right now.
Three distinct ideas. Three distinct statements, appreheneding three different potential styles of emphasis, which three non-equivalent meanings.
Unless you are going to argue that at some level, minor differences (like differences in pragmatics) are not relevant to the accuracy of a statement, in which case
[quote]
Why are those different?[/quote]
Because in the game only a limited number of predetermined outcomes are possible, each scripted to a particular dialogue choice. I need to know which outcome is scripted to which choice to have control over the outcome.
In reality, I have a much finer level of control over situations.
[quote]I object to your use of the phrase "broadly speaking", for it suggests that there's some universal standard of relevance we can apply to the paraphrase to see if it accurately represents the relevant content of the uttered line or resultant action.[/quote]
There is a universally acceptable standard. It is freely available. You just reject it because it doesn't meet your threshold of evidence.
[quite]But there isn't. You and I might consider different details from the resultant action relevant. If the paraphrase only makes one of those details clear, one of us is guaranteed to be disappointed.[/quote]
Suppose a piece of software is designed for use in english speaking countries only. As a result of that, the interface is in english. A french native, who cannot speak or understand english, purchases the software. She then complains the software is poorly designed because she cannot understand it.
Is this a fair criticism? This is what you do. There is an available system to comprehend how the paraphrase works; it is actually quite similar to comprehending how social behaviour workin general but highly simplified because the number of possible outcomes and cues are greatly reduced.
Choosing to use a different standard does not mean the system has failed; it means you are being stubborn.
[quote]And BioWare can't know what details we think are relevant. The only way to ensure that we get the relevant details is to provide us with all of the details. [/quote]
Not in the least. Logically exhaustive lists are automatic failure. There would be so much information to process infomration processing itself would be impossible. This is the problem of combinatorial explosion in machine learning, and precisely
why information is left out. To make it possible to process and convey it in the first place.
The consequence of that is that we all need to decide on a system of interpretation. If one of us insists on using an idiosyncratic standard without making it freely known that standard is in use, it is not a failure of either communicaton as a whole or other people, but the person who insists on using the other standard.
Put another, if you drive on the wrong side of the street, it is not the legal system or the other drivers that are at fault for your accident.
[quote]I suggest that the dialogue works for you only if you happen to share a standard of relevance with the writers. [/quote]
Of course. And so does communication as a whole. Sharing a standard of relevance is the key to all comprehension. This is trivially true.
[quote]That's as much a failing with a silent PC as it is with a voiced PC. If the option doesn't contain relevant details, then the player is going to be surprised.
This is my point.
DAO's use of cinematic conversations where the PC would take actions based on unclear dialogue options was a problem, and one I'd like to see fixed. But the dialogue wheel and voiced PC (as implemented in ME) only serve to make the problem worse. [/quote]
The problem is not the cinematic style. The problem is that action is tied to dialogue. It does not work this way in the real world. I do no act a certain way
because I say something. I say something and act a certain way. These are independent events. A game must treat the the same.
[quote]This degree of situation control is very important
to you. [/quote]
Well, certainly. To me, and apparently a few others (like shorts). But the literal content of the phrase is only important to you, and other like-minded individuals.
This is par to of the source of our conflict.
[quote]The word I used in another thread was "adversarial".
Conversation is adversarial.[/quote]
It can be, but adversarial conversation is no longer about conveying information. If you are going to approach conversation in this way, it is always going to be the case you will not suceed in having the other person understand you fully; this is, if anything,
a basic requirement of what you set out to do.
Complaining next that conversation and communicaton is impossible based on this is incoherent.
[quote]Generally true, yes. Style of speaking is
generally a product of background and personality, but there's a conscious filter between that background and the actual utterance of lines.[/quote]
Which requires a tremendous amount of conscious control that not everyone can exercise, and would be impossible to properly model in a game because
altering how something was said would alter the effect it had in the world.
But then I object to your belief that the mere fact a game
allows you to do someting is not equivalent with the claim that such a thing is possible.
Put another way, in mass effect it seems to be the case that a neutron and electron have magic powers. This actually contradicts
This is the same sort of thing as claiming that a thought experiment is not neccesarily proof of anything merely beacuse it can be constructed, because there can always be some logical contradiction the fallible person who constructed it missed.
[quote]Background need not have direct control of expression. Insisting that it must reduces the speaker to a creature incapable of reasoned thought. And I don't want to play a character seemingly lacking a frontal lobe. [/quote]
You very often want to violate biological reality. Your beliefs about cognition and self-determination are often at-odds with basic facts about the human brain, or human information processing.
[quote]I agree. The difference is that the DAO interface allows you to choose lines to avoid saying entirely the wrong thing.[/quote]
No, it does not.

What my character would have said, in this case, was that he had repelled a small darkspawn invasion in the kitchen or something similar, because sarcasm is often (if not always) the default of my characters. But such lines are impossible.
So were I to care about
how a line was said, I would have to meta-game. Just as I have to do when there is a misunderstanding.
[quote]And this happening in the game actually breaks the game's setting for me, since I don't think people can predictably react to tone, nor can they ever know my emotions without special mind-reading powers.
I insist that two dialogue options:
Yes, I will help.
[LIE] Yes, I will help.
should produce exactly the same reaction from the game, because the content of the line uttered is the same. I honestly don't understand why those two options would ever have appeared together, since they should have exactly the same effect. [/quote]
They are not the same. For the sake of convenience I link to an entirely
non-scientific website, but it does a fair job of outlining the behavioural and tone differences of lying and truth-telling:
http://members.tripo...ation/id25.htm. That you insist people cannot reliably read tone (and how do you define this? always fail to read tone? succeed at a rate greater than chance? succeed 75% of the time?) is not proof that they cannot. It is only proof that you are using an improper description of reality.
We can demonstrate statistically that telling the truth and lying are
not the same thing.
[quote]This is particular to your social preferences. You're socially dominant (I still call that "being a bully"), so you want your characters to behave similarly.
But I don't always want that; I play a wider variety of characters than you do, it would appear. So I only want my character to act like a bully when I'm actually playing a bully. [/quote]
A person who wants to stand out is not the same thing as a bully. A bully is someone who would verbally berate another person; I wouldn't dare to do such a thing. Someone who speaks their mind more often, and who is inclined to be the centre of attention, is most certainly
not a bully.
Not to mention that it does not matter - I was asked why I felt much closer to Shepard. The answer is because Shepard is much closer to the character that I want.
[quote]Given this, is it clear that one style of game allows one type of PC, while the other style allows the other type of character?
The ideal game would permit either type of character. [/quote]
The sort of features that allow for one style make it difficult for the other. At least, as Bioware chooses to design their games.
[quote]Really? Even the first time?[/quote]
Yeah.
[quote]And was that good enough? There are specific aggressive acts which might be appropriate, and otthers that would not. Which is Shepard going to perform?[/quote]
What do you mean? Let me take three scenarios that I recall:
Samara recruiment, Thane Recruitment, and Mordin Loyalty.
In the Samara recruitment mission you meet the Eclipse recruit who appears to be reaching for her weapon - a renegade interrupt appears. It seems obvious to me that the reacton there is to shoot her.
In the Thane mission, you are speaking to the guard near the window and the
height. Shepard looks behind the guard to the window, and then the camera focuses on his chest. Rather clear that the person will enjoy some flying.
Finally, with he Loyalty mission, you have the Krogan speaking angrily at you and threatening you, and you see a pipe underneath him and the renegade interrupt. Rather apparent you will be shooting the pipe.
[quote]And you didn't address this, but the time-limit on the interrupts entirely prevented any deliberation of whether Shepard would do this thing (and that deliberation was even more necessary there, because the cues were so ambiguous).[/quote]
You had several seconds. That's more than enough time to consider different outcomes. But this may be idiosyncratic, because I am a fast thinker.
[quote]At least you agree with me there.[/quote]
The hug interrupt wasn't even the worst of them. That thing with the quarian on on the Citadel? Yelling angrily at the security guard and the volus? It look to me like Shepard just lost his mind.