WuWeiWu wrote...
That wasn't the main thrust of your post, so it didn't receive an adequate response. I believe the reason BioWare went with the radial speech menu as opposed to lists of dialogues is due to the idea that a list of diologues did not fit well nor support the vision BioWare had for the game.
BioWare has stated (somewhere) that the radial speech menu was to promote a fluid feel to speech, much like the fluid feel they are attempting to add to combat and the ten year time-gap the story spans. Not only does it make sense to use a radial speech menu as opposed to lists of dialogue with regard to DA2's game design and philosophy, it allows for a more involved dialogue.
The dialogue is not fluid nor more involved by paraphrasing the dialogue options to the point where it's difficult to figure out what they are supposed to convey.
Which doesn't really answer your question. The reason they don't write out the full response as opposed to blurbs with a 'tone' icon is... well... foregoing the paraphrase and 'tone' icon defeats the entire purpose of the radial menu. One issue with both a radial menu and a list of diologue is tone - you may read it one way, but your character speaks it another. Using tone icons and paraphrasing alleviates that issue almost entirely.
What exactly is so great about a radial menu as opposed to a list?
I feel as if the iconned radial speech menu serves DA2's game design far better than a list of dialogue, which is a conclusion that doesn't lend weight over either system - merely saying that it is the better system for DA2. In my opinion, and all that. But I'm right.
I still fail to see how a radial menu is at all different than a list
Modifié par topster88, 25 février 2011 - 04:08 .





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