LordKinoda wrote...
You CAN'T do this with a silent character either. In your head you can, but intent is still obvious from the context.
Nonsense. Intent isn't knowable unless you're a mind-reader. And with the PC, you are, because you populated his mind.
The context frames the information. It offers none of its own.
Like I said, you are placing far too much individuality on the Warden, when it reality s/he is still defined to a certain extent. The NPC's only respond to any given line a certain way.
How the NPCs respond tells about the NPCs. It tells us about their response to the line Their response tells us nothing about the line itself.
All of the information about the line itself was available
before you selected it. If that's not true, then you cannot reasonably be described as having chosen the line.
If I offer you the choice between Cake 1 and Cake 2, and you choose Cake 2, did you choose a chocolate cake? Or a lemon cake? No, you didn't. You chose Cake 2. That Cake 2 turns out to be chocolate or lemon tells us nothing about your choice. It tells us nothing about your preferences. If Cake 2 turns out to be chocolate, that doesn't mean you prefer chocolate, or you wanted chocolate right then. You might have specifically wanted to avoid the chocolate, but I somehow tricked you with the frosting or by putting the cakes under coloured lights are any other form of obfuscation that prevented you from knowing which cake was the one you wanted.
The NPC responses to the PC's lines cannot be used to inform our understanding of those lines, because the nPC responses are not available until after the choice had been made.
This statement would be true if you were allowed to run the gamut of emotion on each reply.
If they got rid of the cinematic dialogue, you could. You could do this in NWN, for example.
But you arn't. Because they would then have to have the NPC who you are speaking to record a different line to react to each specific line in that gamut of emotion in order to make the intention of said line clear and react to it realistically.
Again, the NPC reaction isn't relevant. How the NPCs react tells us about the NPCs. If I say something in a certain way, how the NPC reacts tells me something about who that NPC is.
If I play through the same section of the game again, and deliver the same line in a completely different way, that NPC reaction now tells me something different about who that NPC is.
On each subsequent playthrough, the NPCs might be very different people.
You can imagine delivery all you want. But since the NPC's respond a certain way to each line you can infer how it was said to them.
I don't need to
infer how it was said to them. I
know how it was said to them.
When you speak to people, do you watch their reactions carefully to know what it was you said? Of course not. That would make you crazy. No, you watch their reactions so that you'll know how they reacted to what you said, and that reaction is how you learn about them.
No, the game ends when I kill the arch-demon and walk out of the landsmeet chamber. Or it ends in Amaranthine or Vigil's Keep. Or because I did or didn't walk through the eluvian. Or sided with the mages or templars and Varric finishes his tale.
No, that's when the authored narrative ends. The game, and the game's story, ends when you decide it ends.
You're also ignoring the possibility of PC death. The story ends when the PC dies, reagrdless of whether you've reached the end of the authored narrative.
I've said this before, in this thread and others, one voice could be used for more than one race. Hawke's voice could easily be applied to an elf or a dwarf.
They have established lore pertaining to accents.
Modifié par Sylvius the Mad, 25 août 2011 - 05:23 .