phaonica wrote...
I don't see why it's so difficult to self insert even with some restrictions.
There are no choices I would make supported in game. The things I would do cannot be done or said in-game. So it cannot be a game about me. I would never (for example) stay in Ferelden or (if I stayed in Ferelden) march on Denerim in the endgame (or allow Riordan to split up and try to discover how gravity works again).
And if I have to pick between various gameplay formats that both offer limited control, I'm going to choose the one that offers the most ability to self insert.
Which, for me, is VO. The inability to correct misunderstands and speak for myself in parts already makes it impossible for the Warden to be
me (I would never allow Alistiar/Anora to speak to the army on my behalf, or Duncan to explain how my family died).
Well in video games, I *am* a "getting involved" type because if I didn't want to be involved, I wouldn't be playing an interactive game in the first place.
It is not hard to write a story about the plot dragging you in. DA:O tried this... and then promptly gave up at Ostagar.
If I choose a sarcastic tone in which a line is to be delivered, and the NPC responds in a sarcastic tone (which you can see and hear: <crossed arms> "Ha, ha, very funny..." <_< ). Then even if I only heard the PCs line delivered in my head (ie not physically voiced or articulated by the PC character), I know that the NPC heard the line delivered in a sarcastic tone, and thus the sarcasm is validated.
"Thank you for the flowers. I would be uncomfortable with going out to dinner with you, as we do likely live in separate locations. Although, you're right! Blue is a very striking colour on me. I will certainly take a raincheck."
If I responded
that way to your post it would be pure nonsence. And this is what you're saying you want in a video-game, and why silent VO is good.
Response follow from and react to what the person has said previously. If my reply is the sentence in quotes to you, what you say in your head is perfectly irrelevant.
Explain this bolded part to me. Do you have to physically hear the line voiced in a diplomatic tone before you trust that it was sufficiently diplomatic?
I need to know what kind of diplomacy the game supports. DA:O forces the attitude I <3 Wardens after Ostagar. But as the player, you don't know you're forced into I <3 Wardens until choices like this simply show up.
You know what your character is trying to cause when you pick a tone. You don't need a voice, too.
No, I don't know what my character is trying to say simply with the tone. "Diplomatic" does not tell me anything about how the line is delivered, and whether the NPC reaction is believable.
And it doesn't make sense to me that you *require* a tone to be voiced in order to understand the responding reaction. If a PC and NPC are talking to each other completely in text, I don't think it's that difficult to figure out what kind of tones their lines carry.
P1: "The weather is perfect, don't you think?"
P2: "I just love the snow!"
P1: "Yes, if only we had this much show every single day."
So, what are the tones their lines carry?
Even books don't simply throw dialogue at you. They explain moods and tones. And plays lack that, but you quite clearly see it acted and enunciated.
That character wouldn't be responding <_< to "all possible interations" just to the possible tones of that one line. That's why you'd have multiple lines to choose from.
You said:
It is possible to write an NPC reaction that accounts for different tones. For example, if an NPC is mad at you, and you say something like... "I know what I'm doing." You can say it like
,
,
,
,
, and the NPC could respond
no matter what and it would make sense. It is possible to write reactions in such a way that account for various tone deliveries from a single line.
The NPC has only one response. None of the lines you pick matter. You might as well have choices like:
"Do you want to poppy-**** the horse dog?" or "Spesllmusk frist begeg" for all it matters in terms of how the game reacts to you.
Do you think DA2 did a good choice with quest choice? You're saying dialogue should be handled just like DA2 handled quest outcomes: the same result no matter what the player does.