In Exile wrote...
The practical answer (with combat) is that it requires more combat animations, and those are costly.
We already have animations for the moves in the game. There would be no added animation cost.
More generally, knowledge of things opens up potential actions. Anyone can try to fix a computer, but even having the concept of 'replace damaged memory stick' as an intentional action requires knowledge of what it is a memory stick is and can do.
I would hope we'd have that anyway with the game's mechanics being documented somewhere. And for roleplayers it wouldn't matter. They'd choose the actions in-character. All this would do for them is make roleplaying easier.
As for knowing what to do with a memory stick, that the player knows what to do with it and the game lets him select that as an option doesn't guarantee success. Success would be determined by a RNG; unskilled characters would fail nearly all of the time.
Okay, that changes the meaning. Could you clarify? I think I know what you're driving at, but I want to be sure before commenting.
If the player can customise his character, but those customised characteristics aren't relevant to the game's authored narrative, or the NPC's interpretation of events, or even the NPC's interests, then it wouldn't make any sense to have those reactions be affected by those details.
The player would still be free to customise his character, but only insofar as it wouldn't elicit reactions from the game.
You said that a reactive game was incompatible with customisation, and that's not true. Certainly the game cannot react to those details which the player has customised (not without extensive development costs, and even then the reaction would be limited to customisation the developers had foreseen), but that has always been true.
For example, the NWN OC takes a character from some unknown background (determined by the player), sets a rigidly defined short-term background (student at academy, though the reasons for or details of that enrolment are again left to the player), and then drops the PC into a dramatic environment where the NPCs' concerns are more immediate and those background details no longer matter at all.
But those background details inform the player's in-character decision-making, so they still matter to the player. The game literally doesn't care, because the background is completely irrelvant to the authored narrative, but they can strongly affect the emergent narrative.
I strongly disagree with your assertion that a reactive game cannot allow customisation. That's simply false.
An RPG will always require some mental crafting on the part of the player for the PC.
Exactly. I'd even go so far as to say there's an emergent narrative in every game that allows player input. In some games, though, that emergent narrative just isn't very good, and that makes for a lesser game.
DA:O tried that model, and sometimes it failed (with Wynne and being a Grey Warden, because they didn't use the right refusal) but other times it succeded brilliantly (with the Guardian; especially with a mage PC being asked about Jowan).
That it ever succeeded makes it automatically superior to DA2 or the ME games, which didn't allow meaningful player control of the PC at any point.