TheOneAndOni wrote...
I didn't mean to imply that; I meant to imply that you can provide your own imaginative reason for why the intent of your statement was misunderstood, and "stupidity" and "density" would be among those explanations.
But I'm not in their heads. I can't know why they reached a given conclusion. It's not like I know what they think they were responding to, but that's not the intent I chose, so I'm overriding it and thus have to invent some explanation.
My in-character response might be one of confusion or embarrassment or anger or whatever suits that character, but my character can't control how people respond to him.
I find it hard to imagine communicating in this way in real life. How a statement is percieved is as important (if not moreso) as how it is intended, and the point at which those things are not the same is the point where communication breaks down entirely.
First, it's important to recognise that communication isn't a thing. There's expression, and there's interpretion, and those two things together we call communication, but communication exists in name only.
Now, when you're speaking, you know what you intend, but you don't know how what you say is perceived. When you're listening, you only know how you perceived the line, and not how it was intended. So you can only base your behaviour on that information.
I concede the point about the PCs reasoning being entirely player driven, but even that must exist within the context of the framework laid out by the writer (which the player has no influence over).
This I will grant, yes.
Conversations, however, are selected from a pre-defined subset, and I don't think you can really have full, pre-scripted conversations completely devoid of implicit intent in all of the statements.
Whereas, I insist that implicit intent can't exist within the statements at all. I'm not just ignoring it; it's not there.
I disagree. I believe the game world is the creation of the developer, and his interpretation of it is what defines it. Players may choose to interpret it differently for their own purposes, and even though that's a perfectly acceptable practice, I still believe it makes those interpretations "incorrect" (for lack of a better word).
I wouldn't call any interpretation incorrect unless it contradicts the game's explicit content.
What that means is that you and I might interpret something entirely differently, such that our views are entirely incompatible. But since our views never meet, neither one of us is ever wrong. We're just possibly correct.
It seems like the distinction you are making is between intent and tone. It's true that there is no tone in un-voiced dialog since tone is an audio quality, but humans use tone for essentially no purpose other than to convey intent.
Neither the tone nore the intent exists within the game. If either did, you could show it to me. You could point to the intent.
But it's not there.
ishmaeltheforsaken wrote...
Mad Method wrote...
Hm? You don't have to particularly metagame it. And it sounds to me like you're better off with classic Pen and Paper RPGs than PC games.
He doesn't like multi-player games.
This.