Sylvius the Mad wrote...
Right, but what each particular wording "gets at" would differ from PC to PC, so there's no way the writers can possibly believe that a specific set of wordings all gets at the same specific thing unless they control all of the PC's personality variables.
I've thought about this, and I one issue between us (putting aside the philosophical debate about dialogue we sometimes have, because I think this is an interest
mechanics track to go down) is how we
approach dialogue to begin with. That is, even with silent PC, to me dialogue always had to
first be deciphered before being picked.
Since the full line isn't any more clear than the paraphrase for me (since the writer's intention, and therefore the effect on the world, needs to be determined in either case) having to first translate the line at the level of the player, before picking it at the level of the character, is natural.
What the PC
wants differs from PC to PC. But what the writer designed the line to say, i.e. its measurable consequence in the game (this, again, from a design and so player perspective who can see all playthroughs, not a PC RP perspective) is the same. Since it is the effect on the world that matters, what the PC picks is the intented consequence of the phrase, not the wording.
I think the paraphrase captures this style of play well.
Sylvius the Mad wrote...
That only matters if the player knows
what it is the writer thinks he'll want to achieve by choosing it.
How,
exactly, is the player supposed to determine that?
Strangely enough, as I said above. As an aside - you seem to have caught on to the same line of thought I was just thinking of above.
Essentially, I would now say I think the task of picking dialogue is separable as a
player task and a PC task.
Put it this way: when you played a game that we can both agree allowed you to create the whole party (e.g. IWD) you presumably had
any PC speak for the party.
That process invovled you as the player
picking the appropriate PC, then one level lower, picking the line for the PC.
This is the same kind of idea, though applied differently.
The actual process would be context cue + paraphrase + intent => consequence, and then with that, you pick the particular line. Silent VO changes this to context cue + full text => consequence. I, of course, argue that paraphrase + intent is superior to full text as a cue for determining the consequence, but that's (at least for now) a side part of our debate.
Sylvius the Mad wrote...
But it doesn't do that. The spoken
line is an observation that Hawke is in charge and that Carver does as
hes told. The aggressive tone conveys only that Hawke is annoyed he has
to spell it out for him.
That's how I'd interpret that line if
I heard it.
The line is designed to end any and all objections from Hawke. "I'm in charge" establishes authority; "Do as I say" rejects any appeals to a decision. Since Hawke already made a decision, the line effectively tells Carver to stop trying to make any contribution, i.e. shut up.
ETA:
As an aside, having "Dialogue" in the thread title is basically a summon me + Sylvius spell. Just saying.
Modifié par In Exile, 11 janvier 2011 - 02:47 .