[quote]In Exile wrote...
At least for me, it's how I envision most characters. If I
had to design a character from the ground up, a talkative, act-before-you-think joker would be the sort of person I'd envision.[/quote]
Ahh. I equate "act-before-you-think" with "idiot", so I wouldn't typically want to play such a character.
[quote]I don't think sarcasm is so widespread that people praise it because it resonates with them so strongly. It's just that, at some points,
mockery is a natural reaction of people. And RPGs never gave you the ability to do that. At least, not in Bioware games. Not in many other games, either. DA:O was the first game that I played where the PC could really be sarcastic (though it was very rare).[/quote]
I think most BioWare games have permited mockery. It was typically quite dry, but that's how I like it.
And perhaps the writers didn't intend those lines to be mockery, but since even the NPC reactions are consistent with dry mockery, the interpretation works even by your needlessly restrictive standards.
[quote]I think most praise just comes from the fact that DA2 has it and other games didn't.[/quote]
As it's not something I value, and it so often occupies 1/3 of the available options, I view it as a negative rather than a positive. I'd rather we had more dialogue options that actually said something meaningful, regardless of how humourous they are.
[quote]I'm diplomatic to a fault when I have a task to acomplish,[/quote]
I prefer to be direct when I have a task to accomplish, and DA2 almost never gives Hawke a direct response. He's either argumentative, simpering, or he makes a joke.
The gavel icon was often direct, but the gavel icon wasn't often available.
[/quote]But I tried a renegade-only playthrough recently in ME to see that content, and it's like a Kinder Surprise Egg. You'll never know what you get with Renegade Shepard. [/quote]
I found that was true with Paragon Shepard in ME2. trying to be diplomatic in that game was a crap shoot.
Incidentally, did you know that Kinder Eggs are illegal in the US? Crazy FDA.
[quote]I'm not sure I understand. My characters often have a reaction that they want to have known. Although silence is an option, when there is no dialogue option (and no one speaks), I just write off the silence of my character as the game not offering the option. It's not reasonable to expect infinite opportunities to react, after all.
My objection to other NPCs speaking is that clearly the developers wanted either an elaboration, or reaction, or description (or in the case of Alistair, Duncan or Carth, someone to take charge) and it was given to a character that wasn't mine.[/quote]
I'm confident I don't understand. What the developers want is a metagame concern. I don't see how that impacts in-character decision-making at all.
If an NPC asks a question, and someone else responds, then he wasn't asking my character the question. If I get dialogue options, then he was addressing my character.
Certainly, if an NPC is unambiguously asking a question of the PC, and the PC isn't permitted to respond, then yes, I agree that would break your characters (that would break most characters, I think). I also don't think that happened much, if at all.
Are you perhaps viewing your character as the spokesperson for the group, and thus you should be able to respond to all queries?
[quote]Not being able to act in that case breaks my character, like ME forcing you to act (when, for example, Shepard volunteers information you wouldn't) breaks your characters.[/quote]
How does that not break your character, though? If Shepard volunteers information that you want not to divulge, surely that breaks your characters, as well.
[quote]It's the only character I can make. If I had the choice between a passive PC from the start and not playing the game at all, I'd likely not play the game at all. [/quote]
Similarly, if given the choice at the start between playing a character I'm not permitted to control and not playing the game at all, I, all else being equal, would choose not to play the game.
[quote]It really does dependent. There are times when I want the other person to know I am mocking them, because I feel that they are being so ridiculous that merely pointing it out does not go far enough. [/quote]
You engage in mockery for the benefit of others. I engage in mockery purely for my own benefit.
My way has a higher success rate.
[quote]I tried a DA:O playthrough without opinions. It works. All you need is a character committed to a path she started (to justify why she would stay on after Ostagar). Then, in every choice, just do whatever you agreed to first (e.g. kill Witherfang because you agreed to) or otherwise let characters keep doing what they were doing when you interrupted their conversation. [/quote]
I'd say you just described a polite character, rather than one who doesn't have opinions. He's a character who keeps his word, but otherwise leaves people be.
I've played that character. I often play that character. That's my default first playthrough of nearly every game.
[quote]In DA:O? In-game alignment. It is the literal and divine measure of how much an NPC likes you. But it does not shift. More generally, it would (in the case of Alistair or Wynne) require a resolution where the characters would so strongly change their opinions that it
would change the authored narrative.
I've said before: if there is no detectable change in between scenes, you can quite literally imagine
anything. Like the scenario I gave where the Warden & co. defeat the Repears and then have their minds wiped and travel backwards in time to the point they started.
As you do, I acknowleddge that such a thing would be logically possible: but any outcome that I would desire in an interaction would alter the authoered narrative.[/quote]
That's the part I don't get. I don't understand why it would require a change. As you just agreed, the opposite is logically possible. Therefore, the narrative change isn't necessary. There exists an explanation for the lack of a narrative change pursuant to that off-screen conversation, even including the lack of change in the approval meter (which I'll admit I do tend to ignore, because I'm not sure what it's measuring).
[quote]Your argument hinges on the assumption that it is not possible for a person to communicate in such a way that two people understand the same thing.[/quote]
If I can rephrase that slightly, I don't think it's possible for a person to express himself (communicate, as you put it) in such a way that
any two people will
necessarily understand the same thing.
[quote]My contention is that it is possible to do so in a way that makes whatever the other person understands
indistinguishable in all cases from perfectly understanding each other.
Metaphysically, you'd be right to say it's logically impossible for me to know whether I could ever actually convince someone of anything. But that's not a standard that matters for me. All I care about is behaviour; and it is very much possible to act in such a way that the person acts
as if they understand. And my character is the kind of character that speaks in suh a way as to create this
as if understanding. [/quote]
I don't think you can even reasonably expect to produce that resultant behaviour, as to do so you would need to have some idea by what mechanism each person's behaviour was produced, and you don't have that. Especially since they are independent agents who could even choose to randomise their behaviour, which is necessarily unpredictable.
You
can't know how people are going to behave based on what you say to them, and as such requiring NPC behaviour in reponse to your PC's statements is completely absurd.
[quote]I agree. But I disagree that the character is designed around uncontrollable behaviour.[/quote]
Hopefully I've just shown you that it is.
Modifié par Sylvius the Mad, 24 mai 2011 - 07:14 .