Upsettingshorts wrote...
Empathy and intuition (forgive the Wikipedia links). Granted, I am not looking for the same things when I am interpreting the paraphrases as you are. If I was trying to predict the precise word content (or action) following the selection, I would likely do no better than you.
What am I looking for? I am trying to convey an idea or elicit a reaction when selecting a paraphrase.
I'm not looking for the precise word content, necessarily. Just the literal meaning. The precise word content gives me that, which is why I like the full text options in DAO so much, but if I can get the literal meaning some other way then I'm fine.
When choosing a dialogue option, conveying an idea is exactly what I want to achieve. Maybe I define the idea more narrowly, or care more about what I'm not saying (I often exclude specific content on purpose - if the game then
includes that content then it has broken my character - ME did this), but what I want the paraphrase to tell me is what information my character will make available to his listeners. That's really all that matters.
Wanting to elicit a specific reaction seems to me quite meta-gamey. Yes, often my character will want to elicit a reacion, but it's his thoughts on what ideas will lead to that reaction that will drive the choce of dialogue. That I, the player, know what option will lead to a given reaction doesn't matter, as my character might not have reached that same conclusion. My character, based on his first meeting with another character, probably draws some rudimentary conclusions about that character. What those conclusions are will inform his choice of idea that he hopes will elicit a specific reaction. Telling me, the player, what line will produce a specific reaction isn't helpful, as I cannot use that information to inform my choice of dialogue option.
That actually leads into my (somewhat limited) goal, which had been this point been unstated: To question that enough people use the method to justify it being accomodated by designers.
Whatever method they're trying to accommodate, I want to know what it is.
Please, someone, write it down. Surely the designers know how to interpret a paraphrase. They wrote the damn things.
And yet, when I asked the ME developers for assistance, I found only silence. I very much hope the DA team will be more helpful.
Taken together that means I'm challenging the substance of your arguments as being idiosyncratic (even acknowledging their logical coherence) to the point of uselessness for a game developer, not necessarily your resulting conclusions - which others do share for other reasons.
I recognise that many people prefer this new system, and find it more natural. I just want guidance on how to use it.
To some degree, I blame the move away from documentation. Games today simply aren't documented adequately. The dialogue wheel is a game system; it needs documentation to tell us how it works.
Your standard of evidence, as In Exile often points out, isn't something we all share. In fact, I imagine a part of your struggle with common human interaction ("Why are people upset?" being a recent example) results from that I'd say most people are truly incapable of describing precisely how they interpret and utilize tone and body language, or at the very least haven't put a heck of a lot of thought into it in a way you would view as useful.
I asked "Why are people upset?" Socraticly. I recognised that their being upset made no sense, so I asked why they were upset hoping they would try to explain it, and in doing so reveal to themselves how absurd their position was.
It's empathy, something that's definitely sophisticated, but not in a way many people - despite utilizing it every day - are qualified to describe. The intricacies of the mind are there to be explained, in small part or in whole, by those with the training and education to do so. The expectation that anyone should be able to give you a checklist or method on how to utilize that which comes naturally to them is unreasonable.
If that's the case, then it's completely irrational for them to trust that tool. If they don't know how it works, it makes no sense for them to trust that it does.
Among other things, I design and manage databases for a living, and I have this fight over and over again with software vendors who think that users will happily trust the results that get spit out of their products despite never having seen the code in the queries they're using. If you don't know how it builds the dataset, then you can't know what the dataset entails.
And by the way, I'm strongly of the opinion that there's no such thing as empathy, and the first sentence in your linked article is why.
An example conclusion would be, "If someone is wildly
overstating something there is a good chance they are being
sarcastic." This is not 100% true. But it's true often enough that my
mind goes there first, all else being equal. They could also
simply be boasting. Context clues, body language, tone, and personal
history all impact my evaluation of a particular communication.
Not that it matters, but my first guess upon hearing a "wild overstatement" would be that the speaker was using hyperbole.
Though I would need a lot of context (probably gained subsequently) to have confidence in that conclusion. Once that context was acquired, I would return to the statement in question and revise my assessment.
Modifié par Sylvius the Mad, 02 février 2011 - 06:39 .