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.[/quote]
I'm treating others as I would like to be treated. Are we not taught that this is polite behaviour?
And anyway, I can't correct misunderstandings because the information I have suggesting that a misunderstanding has occured doesn't satisfy my standard of evidence. I can't tell if someone has misunderstood me.
[quote]Moreover, your practice is incredibly confusing. If you don't want people to read your tone, you need to explicitly tell them so[/quote]
I've tried that. It doesn't make any difference.
[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]
If my position is laid out for them to see, either they'll follow the logic or they won't, and there's nothing I can do about that.
[quote]Very rarely is the specific detail of what a person does relevant.[/quote]
Unless it happens to contradict your general understanding, which is entirely possible.
[quote]You obviously wouldn't.[/quote]
And yet you're expected to make decisions on his behalf, despite knowing almost nothing about his personality.
This is nothing but an error-generator.
[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]
Your physics example is one backed by a mountain of empirical data. But what you're describing in-game has a tiny amount of empirical data behind it, unless you're assuming some sort of universal set of characteristics for all people (which is obviously untrue).
[quote]You're begging the question against me. Once again: I outright reject that the detail of actions beyond a certain point matters. [/quote]
What is that point?
[quote]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]
It is.
[quote]Er, what? [/quote]
That's the outcome I choose. I want the opinions I hold to be true actually to be true.
But that breaks your system. You can only want certain types of outcomes - all external to your character - for your approach to work.
[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[/quote]
Yes, that's exactly what I was going to do.
All three of those statements assert that the speaker will do something in particular, and do it immediately. The emphasis within the line only serves to draw attention to a specific aspect of the remark, perhaps suggesting that the speaker feels that the emphasised aspect is the portion of the remark which is news to the listener.
But since the speaker can't actually know that, I don't see why it would matter. The meaning of the line is no 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]
You have a fine level of control over your actions and expressions, but if the outcomes rely on the behaviour of other people then you can't "control" those in the real world either.
[quote]There is a universally acceptable standard. It is freely available.[/quote]
Is there?
Show it to me. i'd love to see it.
[quote]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.[/quote]
You say that as if the standard "everyone" uses is universally known.
[quote]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]
The legal system is universally known, or at least freely available for everyone to learn.
The other is not. Unless you can show it to me.
[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]
So what is this standard?
[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]
I agree entirely. I've been asking for this for years - ever since BioWare abandoned this design in an effort to "tell better stories".
[quote]It can be, but adversarial conversation is no longer about conveying information.[/quote]
It's about conveying the information you want to convey, and not conveying information you would rather not.
[quote]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.[/quote]
Only of by "understand you fully" you mean that they'll discern some internal mental or emotional state. If that's what you're saying, then yes, I agree, but that's not my objective (and I still don't see how it could reasonably be yours). My goal is to convey the literal content of my remarks, and this is an area where there is a universally accepted and freely available guide to interpretation.
[quoteBut 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. [/quote]
Your willingness to contradict the game to suit your own preferences continues to astound me.
[quote]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]
A bit off-topic, but I understand this is actually the_one's position on thought experiments.
[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]
We don't all think about things the same way, despite your explicit assertions to the contrary.
I was reading an entertaining study recently about tracking brain activity when describing emotions. In many people, this coincides with increased activity in the temporal lobe - the emotion centre. But in psychopaths, describing emotion uses primarily the frontal lobe - the reasoning centre.
You know that not everyone's brain works the same way, and yet you continue to insist that they do.
And I don't really want to talk about psychopathy - I just changed it up because I usually use autism as my example of neurodiversity.
[quote]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. [/quote]
That's evidence that the game won't always allow you to say the right thing. Not that it won't allow you to avoid saying the wrong thing.
You appear to have a much broader definition of wrong than I do.
[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.[/quote]
But for that to matter, that requires that you (the player) aren't in cointrol of your character's behaviour.
And again, the example I offered creates a problem if my character hasn't yet decided whether he will help. And couldn't we simply meta-game and always choose the "truthful" option to avoid the falsehood test?
[quote]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.[/quote]
I base this on people's inability to describe the process by which they read tone.
If I could examine the process, then I could determine its accuracy. But the process is being hidden from me.
[quote]We can demonstrate statistically that telling the truth and lying are not the same thing. [/quote]
Generally, no. Specifically? Maybe.
I'd like greater control over my character than to just group him together with typical behaviour. Isn't the whole point of playing a hero that he is atypical?
[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.[/quote]
You're driving conversations, forcing others to the fringes of the group.
It's not meaningfully different from bullying.
[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]
Certainly as BioWare currently chooses to design their games.
I'm not confident this was always true, and I'd say it certainly wasn't true in the CRPGs that pre-date BioWare.
[quote]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]
"It seems obvious" doesn't help me. What standard did you use to determine these, and did it work quickly enough given the time limit?
I didn't find I had nearly enough time to consider what was likely to occur.
[quote]You had several seconds. That's more than enough time to consider different outcomes.[/quote]
That's enough time to consider different outcomes. It's not enough time to assemble a list of those possible outcomes and then consider them.
[quote]But this may be idiosyncratic, because I am a fast thinker.[/quote]
I found the interrupt system stressful. Stress heightens memory, but it impedes problem-solving.
Modifié par Sylvius the Mad, 26 novembre 2010 - 06:34 .





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