no.Anomaly- wrote...
You know the words you're saying. If they're your words, you would expect to know them, right?
Of course you can predict how people will react, but in DA2, you know. You're never wrong. That, to me, is ridiculous.
you do not know how people will react to your dialogue in da2; you know the intent with which hawke will convey it.
purplehawke is the best example. when you pick his dialogue, you know his next words will be with the intent to be charming or sarcastic. sometimes characters laugh in response, sometimes they're appalled, sometimes they stare at him like he's grown another head, ignore his weirdness, and move on.
you can moderately predict who will react which way through context clues - those being the paraphrase itself, the kind of person hawke is speaking to, and the appropriateness of jokes/charm in the given situation. but you can't empirically with 100% proven accuracy determine who will react what way, because the dialogue is about intent, not reaction.
you may feel like it's reaction, however, because you judged the situation at hand and determined that picking X option would most likely yield X response, and most (but not all) of the time, your prediction is accurate.
the solution that would make you happier (without alienating people who dont want to be unpleasantly surprised) is if more characters were less predicatable in their actions.
for instance, to fit your example, pretend there's a character who is unhinged. when you start a conversation with him, he will eventually, no matter what, freak out and turn into an enemy. now, hawke picks a diplomatic option, and it happens to set him off instead of continue the dialogue tree as normal. so, you skip whatever would have normally come between you and him turning crazy, and just jump straight into crazy town.
this approach only works if the fight was inevitable. the problem with your main argument is that things like "fight indicator dialogue" or "flirt indicator dialogue" exist so that players can have greater control over hawke and not make him do things they did not intend.
...like, for instance, getting caught in an inescapable ninjamance dialogue with leliana...
edit: to wit, you can flirt with both aveline and tallis to no real success. every other character is receptive to hawke's advances because they are attracted to hawke. it's most obvious with anders and isabela, who can preempt hawke's flirting with their own, but merrill and fenris both have lines that suggest they're interested in him as well.
the flirt indicator, in the wrong hands, could be a 'magic seduce button'. however, it only works on 4 out of 6 people, all of whom liked the guy to begin with.
accidentally actually flirting when your intent is not to flirt is not something that happens in the real world, because the real world doesn't have set romance path dialogues. because the game changes when you initiate romances, players want to be wary of them, and that coupled with the fact that the flirt indicator doesnt even work on everyone makes it a perfectly reasonable game mechanic.
honestly, the most realistic handling of misinterpreted remarks is anders flirting unprompted after hawke's diplo line, and yet a lot of people hate that, so what can bioware possibly do?
Modifié par ademska, 17 octobre 2011 - 01:01 .





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