Zem_ wrote...
You're being deliberately obtuse. All conversation is a game of educated guessing about how someone will respond. That's all I am talking about. I am not talking about absolute certainty. I cannot begin this game however if I don't know what *I* am saying and tone is part of that. You believe you can decide the tone and I believe that's complete nonsense. You cannot communicate that tone to the NPC, therefore it is not real to the NPC.
I can't know whether the NPC correctly heard my tone, or understood it. All I know is how he responded. I take from that what I can, but that's hardly enough information from which to draw conclusions about his state-of-mind.
Your argument appears to be that because you can't predict with 100% certainty how someone will react it is okay to pretend you are saying anything you want. And I am saying this is not how I play nor how I want to play. To me it is complete lunacy.
But it's available to you. It's a way the game can be played, and it's a way the games have always supported until they started voicing the protagonist.
I don't care how you play. I care about the ways any given player
can play, and voicing the PC completely eliminates this playstyle from the list.
I'd say, "What? That was a compliment! I'm being serious. Where did that come from? Are you feeling well?"
How odd.
I would consider that presumptuous, and I would not do it. It wouldn't cross my mind.
And OH LOOK! I can't do that in the game! Why? Because the game does not think anything wrong has happened. IT thinks I chose an insult and it made the NPC respond in a way consistent with being insulted. It is not going to give me the option to backtrack or explain myself. THIS is why I don't mess with what I know is the intended meaning of each dialogue option I am given.
That's entirely your fault. You know the game can only offer you a finite set of actions. Building a character who is required to act in a very specific way under some circumstances is just setting yourself up for failure.
If you were design a character in reverse to that, where the strong traits simply preclude action rather than require it, you wouldn't have that problem.
You can't decide in advance what your character will do or say, because the game will routinely not offer you that as an option. But you can decide in advance what your character will not do or say, and thus not choose the option that does that thing.
Imagine that they actually scripted the conversation this way. You're having a pleasant chat with a companion the game says is quite friendly with you and out of nowhere a completely sincere compliment causes the NPC to act as though suddenly insulted. And then there is no follow-up option to ask them why they are suddenly upset. This to you would be completely acceptable?
I don't see why it would matter how the conversation had been scripted. When playing the game, all that matters is what's actually in the game. What the writers' intent was not only has no material effect, but it's also unknowable.
Again, I am not talking about unexpected. I am talking about "inexplicable". Meaning, there is no reason accessible to me now or EVER in the game to explain why they have acted this way.
You can't reasonably expect to be able to explain every phenomenon you encounter. There are answers you don't have. That's not likely to change. If you're only willing to accept behaviour you can explain, then you can't ever accept other people's behaviour.
You cannot have enough information to explain the behaviour of others.
You pick a dialogue option in DAO and it is assumed that your character has spoken those exact words.
Why? Why is that assumed? What difference does it make?
Again, as long as the game can be played as if the dialogue option is an abstraction, why would you insist that this is somehow wrong?
That is how the game was designed.
I see no reason why anyone should care how the game was designed. How the game actually works is all that matters.
I know you know this and all you are doing is "playing outside the box". What I have repeatedly told you is that I don't do this. I don't care to do it. Your reasoning is absolutely meaningless to me because I do not play the game in this weird (to me) way that you do and frankly I doubt very many people do. I play the game with the assumption that the dialogue lines are the dialogue lines. That my character is speaking them as they were written and, again, assuming they are not written in an ambiguous tone.
Right, and my point here is that you're choosing to play that limited role defined by the writers. That's your choice. So while you don't suffer when the option to do otherwise is taken away through the inclusion of a voice, some of us do.
And I still don't think what you're doing is roleplaying, because what you're doing prevents you from having perfect knowledge of your character at the moment of creation.
Modifié par Sylvius the Mad, 14 juin 2011 - 05:42 .