And that's where you're wrong. There is no reason for you to interpret the dialogue options in a voiceless game as a literal representation of the words the PC speaks.Dubya75 wrote...
Do you have control over the text in the response you choose in a voiceless game? No.
Remember old text-parser or keyword dialogue systems? The best text-parser ever was probably Wizardry 8 (which is a great game all around), but the classic Ultima games are better known. In those, your character didn't walk around spouting one-word responses at people, but that's all the input you had. Your inputs were an abstraction of the PC's speech.
There's no reason why we can't view BioWare's traditional silent full-text approach similarly. I know I did.
And even if we do intepret the lines literally, yes, we do have control over the the words. The words are printed on the screen, and we can choose them. There were other options we didn't choose. So, even if we accept the full-text as fully representative of the spoken line, we still get to choose. We don't get to choose from an infinite list, but it's still a choice.Perhaps you know every word of the message that is going to be delivered, but you have no control over the words.
And regardless of whether we have control over the words, we have control over the tone and delivery of the line. That's something robbed from us by the voice.
There. I've defeated your argument three different ways.





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