To be clear, I don't disagree with what you're saying here. I don't agree with Sylvius on this, because I've had exactly the same discussion and we wholeheartedly disagreed. The line is only ever interpreted in a single way by a NPC, and it's not possible for anything else to happen within the bounds of pre-written dialogue.Zjarcal wrote...
This.Filament wrote...
Considering that it seems pretty clear what intent the line has in context of the conversation and the response it received, I can't say I buy that Sylvius argument about the benefit of the silent protagonist. I'm only imagining the line being delivered in one way because it's only intended to be delivered in one way. The devs have stated as such. That the game allowed people to imagine the lines being delivered in other ways was largely an accident. A serendipitious accident for some players, maybe, but not for me personally.AmstradHero wrote...
Except that to many, this is the essence of roleplaying. As I stated above, it allows the player to imagine the character delivering that line as they choose. They are roleplaying a character, with all the nuance of persona, attitude and intonation of voice that entails.
That is the very upside of a silent protagonist that you're missing.
And no, it's not because I lack imagination. I can imagine other ways a dialog option could be intended to be delivered. But I don't accept those deliveries as having any value when I know the options are not the intended to be delivered that way.
For example in Return to Ostagar, I want to leave Cailan's body in there. I imagine that I say something like "he's dead, there's no point in wasting time, let's move on". I can also imagine that I add a sad tone to it and everything else you want, to make it sound like I'm not disrespecting his memory, but companions will always react shocked and disgusted because everyone interprets what I just said as "hur hur, let the darkspawn keep their trophy".
Just for the record, I'm not sayng it's wrong to imagine whatever you want with the silent PC, but it's something that just doesn't work for me. But I won't criticize anyone who chooses to do that.
A line has a "general intent" - there's an overall impression that a particular line will give to an NPC - typically that will fall into a friendly, neutral or antagonistic category. However, that doesn't mean that individual players can't imagine the line being delivered slightly differently within the bounds of those categories.
I know that I can't have a protagonist deliver that line and not sound like a cold-hearted character, because that's not the type of line it is. In this regard, the icons actually provide a good measure of the "tone" of a line. For me, it's the combination of meta-knowledge and roleplaying that combine to let me create a customised character.
Players generally know the "intent" of a line to a degree based on the wording - it's up to the writers to give player responses that are relatively clear in this regard. I can't ever pick the bottom response in a dialogue intending it as a sarcastic "good" response, which is what Sylvius advocated in one discussion I had on this issue. However, as a player I am free to create a nuance of intonation or attitude for my character within the boundaries of that overall intent of that line to enhance the roleplay of my character.
With Hawke, Shepard or Thorton, each player's choice of line is
delivered in exactly the same way to get exactly the same response. But the way I imagine my aggressive Warden protagonist intimidates someone might be entirely different to the way another player imagines their Warden intimidating the same NPC with exactly the same line of dialogue, even though the result is the same. Thus my Warden will have a slightly different persona to your Warden because of those small nuances, even if we've picked exactly the same dialogue choices throughout the entire game.
Modifié par AmstradHero, 22 août 2011 - 01:53 .





Retour en haut




