[quote]In Exile wrote...
But that's not all communication needs. Humour can enrage a person your speaking with, take them out of their element. It can lighten the mood, making future discussion easier. It can help to ingratiate you. Humour does lots of things. Thinking about it in purely informationl terms is too narrow. [/quote]
But those other objectives are achieved through the words chosen by the speaker. If I want to enrage someone, let me choose the line that I think will enrage him. Don't tell me which line will enrage him and let me choose the outcome. That's an unrealistic approach to how language works.
You don't choose people's responses. You choose words that you hope will elicit those responses.
[quote]Like I said: the information itself isn't anywhere near as valuable as controlling the social interaction. It's the person and their future actions that matters. Generall speaking, in DA2, when you the actual information options (e.g. interrogate and choices) were independent of tone. [/quote]
But every line is an information option. The writers can't know when the PC is going to want to try to learn things, so they can't write the game assuming that.
[quote]It's the only humourous option the game allows.[/quote]
And that's fine, but let me know whether it's a humourous option my character would choose before making me decide.
[quote]I need the game to constantly tell my what I'm doing.[/quote]
You don't already know what you're doing?
[quote]That's how I know it recognizes that my action is correct.[/quote]
I don't understand what you mean here by "correct". Your action is what you chose to do. I'd say that it's correct if it's in-character. What do you mean?
[quote]It's entirely unrealistic, but it's important feedback for the player. It's similar to a DM telling you whether a particular roll succeeded. [/quote]
I don't generally want the DM to do that. I want the DM to tell me what's happening, and let me draw my own conclusions.
As a player, I know what calculations determine whether I will succeed, and I might have a good idea what the values of the relevant variables are in this specific circumstance, but I don't think the DM should tell me wheher I succeeded.
This is one way in which I think even BG failed. Hiding-in-shadows became too easy because the player always knew with certainty whether the character was hiding successfully, and I don't think that's information he should have.
[quote]That also bothered me. It made me feel the Warden was an exposition tool for Sten.[/quote]
It created a bit of a disconnect for me, as I thought that I understood Sten, but for some reason my character didn't.
[quote]I never chose Paragon options for Cerberus. I always pick the neutral one. It just didn't make sense to me. If I'm working with this organization, I'm not going to rock the boat. [/quote]
I wanted them to think I was completely on-board and accepted all of their ideology. But I couldn't seem to make Shepard say those things (actually, the Renegade options tended to say those things, which made even less sense - unless whoever wrote that section thought that Paragon-Renegade was actually a Good-Evil scale).
[/quote]My problem is that my reading voice is universal. So if I was reading a label or reading dialogue, it amounts to the same. It can't sound like a person to me. [/quote]
It's all just language. I tend to convert spoken words to text in my head, so I'm just always working from text. It all sounds the same, in that it doesn't sound like anything.
[quote]I've actually thought of that myself. The only issue would be how to implement the NPCs response (my idea is that the game pauses and then the NPC is cut off, maybe reacting to the interruption after you're done, or interrupting you). [/quote]
That was my thought at well. Pause the line when the player pulls up the interrupt interface, and then either have the selected interrupt cut-off the spoken line or simply return to the spoken line if the player chooses not to act.
[quote]It's a recurring problem. I just don't focus on controlling the content of what I say as closely as you do. [/quote]
I think I benefit tremendously from viewing conversation as adversarial.
[quote]Was that with the Council? I had to restart the game at that point. [/quote]
It was talking to Anderson and Udina right after recusing Tali. I don't recall the details of the exchange.
[quote]It's no different, for me, with DA:O forcing me to out myself as a Warden and actively support the order as frequently as it did. [/quote]
I don't recall DAO forcing you to declare yourself a Warden much. There are certainly conversations in which you can do that, and they don't seem to go anywhere if you don't (the Templars in Lothering are like this), but usually you can not do it.
I'll be playing it again very soon - I'll check.
[quote]Entirely. It's the fact I was so excited for DA2. The ways it let me down helped me refine what I really wanted in a game, and going back to replay DA:O and BG helped me to realize what I enjoyed about those games in the first place. [/quote]
I think a lot of gamers - and developers - never go back to look at the older games to consider what they might have done better than the newer games.
[quote]I think that's precisely my problem with the old Bioware RPGs - the options were always neutral. Passionate NPCs (one way or the other) are my favourites. I can't enjoy a character if I can't have an outlet for that passion. [/quote]
As long as there's one neutral option - one way to say what needs to be said without going into greater detail - that would be fine. I'm content to let youhave your passion.
Since there are dialogue
options, the game should give us both.
[quote]The world as you see it must be terribly chaotic.[/quote]
The people in it certainly are. That might be why I like rules so much - to constrain their behaviour in apredictable way. Except that those rules get enforced and adjudicated by unpredictable people, so they often may as well not exist.
[quote]I think behaviour is predictable, and empirically speaking, I'm often right (if I had to ballpark it, 75% of the time, maybe?) [/quote]
So, when dealing with others, there's a 25% chance they'll do something you don't expect. That's way too high a number for me to be comfortable. Imagine if there was always a 25% chance that your employer would behave entirely unpredictably. That would be an awful place to work.
When I work with people, for example, I get to know each of them well enough to know fairly well how they'll respond to specific types of behaviour, so I limit myself to that behaviour when dealing with them. Outside of that behaviour, I have no idea how they'll respond, so I can't do those things.
[quote]There's no reason to think about people as populations. So long as you take the notion of causality seriously, predicting the behaviour of individuals is nothing more than a question of the cause of any future behavour, and it's reflexive. If I know your behaviour now I can try and predict the causes of it, and if I know your circumstances (e.g. potential causes) I can try and predict your future behaviour.
It's heuristic, but there's no real inconsistency.
In your case, you have no knowledge at all about your population. But if you knew that all but one have a terrifying fear of paper, to the point of running away from any instance of it, whereas feels a moral obligation to respond to communications, you can come up with a reasonably (i.e. right most of the time) accurate prediction of who will and will not respond.
Obviously the example is silly, but the idea is that we can predict behaviour so long as we can isolate the proximate causes of it. [/quote]
Certainly. I'm saying we can't isolate those causes with people we don't know extremely well.
I've worked in the same office for 11 years. My direct superior is the same person it was 11 years ago. My assistant has been my assistant for 3 years, and he worked here in another capacity for 5 years before that. These are the people I work with on a daily basis, and I know them pretty well. But people I met last month - I don't know them at all.
An example. I write some things that need to be approved by the company's President, and he's only been here for about 18 months. I hate writing those letters, because I don't know what he likes. I have noticed that he tends to approve the letters I write, and reject letters that I have other people write for me (even if he doesn't know I didn't write them), but I haven't been able to identify the relevant differences between my writing and that of others in order to isolate the cause.
So I certainly can't do that within a 60 hour game where all of my interactions with these people were written by someone else.
[quote]Not if the error rate is as low as possible in comparison to the success rate. The goal is optimization. If I want to predict behaviour, and I can predit behaviour much better than chance, then even if my method is objectively worse when applied to people versus protons, it can still be a good method. [/quote]
There I would disagree. The best method isn't necessarily an adequate method.
Imagine navigating at sea by using the stars. If you don't know how to do that, but you've managed to create a system to predict stellar positions (badly), and that's the only means you have, that doesn't mean you should use that method to navigate at night. What it means is that you shouldn't sail at night until you've found a better means of navigation.
[quote]A game is different than reality in one crucial way: the game has to script every interaction. The only possible actions are those that the designers allow for. Thus, a line cannot be said other than how they create it to be said. One meaning to a line. For the purposes of the game world (which has a finite number of states, unlike our world) the meaning is actually not ambiguous. [/quote]
But you're wrong. The game doesn't need to script interactions at all. It only needs to script individual lines. The interaction doesn't really exist.
I don't understand why you think a line can't be uttered in a way other than how the writers intended (or expected). The only requirement is that the game can only respond in a finite number of ways. That restricts only the NPCs' behaviour, not everyone's behaviour.
[quote]Your character can. That's like... a Bioware RPG in a nutshell.[/quote]
That's not true at all. With DA2's paraphrase and icon system, all I know is that I'm choosing the outcome. I don't know how Hawke is going to acheive the outcome, but the game is telling me that it's going to work.
In BioWare's earlier games, I choose the line, and produces whatever outcome it produces. I don't know in advance that it's going to work (and often it doesn't). That's more like real-world interactions.
If the game is going to force my PC to know things and have (and use) abilities without my prior consent, then I can't be reasonably described as an active participant in the behaviour of that character.
Modifié par Sylvius the Mad, 25 mai 2011 - 08:21 .