Zanallen wrote...
It matters because it makes your particular interpretation invalid. The game doesn't recognize it. It does, however, recognize the intent of the line as it was written. The "if" has an implied intent that matches the "then" reponse. There will be instances where your intent/tone doesn't match the implied intent/tone and thus the response will be completely odd. Now, while you can never tell what a person will say in response to your comments, it is offputting when you expect the tone/intent to be one way and the game registers it completely different so the NPC's response is out of line.
You're placing too much weight on the parts of the game that don't matter: the parts the PC can't see.
The PC says something, and the NPC reacts. The only way you can actually see a disconnect between the two is if you're aware that there is supposed to be some sort of relationship, and that's not an in-character observation.
You're letting your tendency to metagame ruin your gameplay. And since designing the game around preventing that ruins my gameplay, I don't want them to try.
Luke Barrett wrote...
That is most obviously the intent but through numerous amounts of reiteration it sometimes gets skewed and it would then be QAs job to point out any obvious discrepencies that have occured (or that could be interpreted differently than intended by the writer). Now, this does happen but obviously in the future we can, as I implied, be much more stringent on exactly how spot on the paraphrases are for mood and intent in hopes that we greatly reduce this divide that players are feeling.
Of course. I should have phrased that differently. I'm sorry.
I've made the suggestion before that the way to get the paraphrases to match the corresponding dialogue is to have the parahrases written entirely without context. That way they'll mirror the line's literal content, and thus not be bound by the writer's (or anyone's) interpretation of how the conversation is going, or what role the line plays within the narrative.
The paraphrases should represent as well as possible what the line actually says--its literal content--in order to allow the player to make an informed choice even if the player completely disagrees with the writer as to what the PC is trying to achieve by uttering that line. Ideally, those differences of opinion won't matter, but that can't happen as long as an understanding of the writers' intent is required in order to interpret the paraphrases.
edit: I can offer examples if you'd like.
Modifié par Sylvius the Mad, 25 mai 2011 - 07:01 .