Forgive the indulgence of quoting oneself.
The Gentle Ben wrote...
In my opinion, the Jacob/Femshep scenario is an example of one of the inherent risks and limitations of the player:VO cinematic dialogue/paraphrase system. The core issue is that the system is designed to both 1.) provide options for the player to select PC intent in their responses, and 2.) provide an implementation for the selected intent.
The potential pitfall is that under such a system only a limited number of implementations can be supported and the nature of those implementations lack prescient transparency (Which can lead to responses that ultimately differ in their implementation sufficiently from the intent of the player to be discordant or chagrin-inducing). In
games without the system in question, nearly the entire responsibility for the interpretation of the player's intent falls upon the dialogue/actions of the NPC the PC is interacting with. Typically, if the NPC's reaction is discordant, people are more apt to assume it is the NPC's fault for misinterpreting what they said, but if the PC's reaction is discordant the player is more likely to blame the game for misinterpreting what they intended.
I hope that makes sense. I wrote it in a hurry. All that said, I still prefer the story-telling approach of fully voiced cinematic dialogue, but when people (such as Sylvius) advocate for a full-text option in conjunction with the
paraphrase system, I am sympathetic. When prescience exists, such as in complete text (as opposed to paraphrase) systems, the player's options are still limited, but by better knowing what they are going to say they
can console themselves with the knowledge that they selected the option that best reflects their intent (even if no option perfectly reflects it), however, when the dialogue system interprets player intent in a discordant way, (and the player has no foreknowledge to anticipate this outcome) the player is more likely to feel betrayed.
Modifié par The Gentle Ben, 02 février 2011 - 08:48 .





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