[quote]Sylvius the Mad wrote...
[quote]SirOccam wrote...
We would still all be forced to be the same nice person even with the entire line printed out. [/quote]
No, we wouldn't. Even ignoring the possibility of delivering the lines differently, Two different PCs might choose different lines in their respective attempts to be nice.[/quote]
I agree on ignoring that first part, but I'll get to it later.

If BioWare are going to put in two nice-sounding lines for a full-dialogue-choosing game, they could do the same for a paraphrase-choosing game. So all I'm saying is that if we're "forced" to do it in DA2, then we would be forced to do it with full dialogue. If we would not be forced to do it with full dialogue, then we don't necessarily have to be forced to do it with paraphrasing.
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[quote]In any case, I maintain that it's enough for one to know one IS a nice person period, as opposed to, say, a snarky or aggressive one, for example.[/quote]I can't imagine wanting to play any character who was so shallow as to be adequately described in so simple a manner.[/quote]
It's simply being practical. A cRPG can't support the kind of bounded-only-by-your-imagination freedom that a PnP with attached DM can. BioWare have finite resources, and they can't account for every possible whim of every possible player. It's only reasonable that they choose a few broad categories and support them well.
So I know what you're going to say now, and it has to do with voiceless delivery and the player's imagination. And this is where that thing we ignored earlier comes into play. What it boils down to is this: I am content to acknowledge that the writers ultimately have the control. I don't think it's selling myself short to accept that I am playing in their world. I can't have limitless freedom, nor should I expect it. It's not a bad thing. It's the tradeoff for choosing to play a cRPG and not a PnP RPG. I don't want a sandbox game where I can futz around and do almost anything I choose, but never get any feedback from the game based on it. I also don't want a linear story game, where I just play a bit, watch a cutscene, play a bit, another cutscene, etc. Not that games from either of those genres aren't fun. But when it comes to my favorite genre, and what has become my favorite game development studio, I need a mix.
I really like the Dragon Age universe. I really like the Mass Effect universe too. I want to play a game where I get to play in those universes and have those universes play with me too, so to speak. I want to see the writers' story unfold. If I just wanted them to create the sandbox, then I would play the DA PnP (which, don't get me wrong, I would be open to trying). But I want to see the talent of the writers, designers, animators, and voice actors as well. I want to be able to move about, but within the lines the developers have set. Again, it's not a bad thing.
This idea that you can have essentially an infinite number of variations of the story by thinking about a particular line delivered in a slightly different way is one that simply doesn't work for me. If that's your thing, then more power to you, but as I've said before on the topic, it doesn't really mean anything if the game doesn't know about it. I think trying to go outside the bounds of the game, although apparently entertaining for some people, is ultimately fruitless. "Yay, PC1 said that line deadpan, and PC2 said it with a slight chuckle at the end." That's not something I can get excited about. At least not until I amass a fortune and can pay David Gaider to be my personal DM on retainer.
Sorry for rambling...I know we've been down this road before, and I'm not sure how to express myself better. (So apparently I turn to the shotgun method.)
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[quote]But if the game doesn't support keeping Fereldan-ness a secret, through other dialogue or events, then it's a moot point. There's actually a perfect example of this in DAO. When my Warden got attacked by the group of villagers upon leaving Lothering, the "leader" of the group says "We heard what was said. You're a Warden" and so forth. I recalled seeing dialogue options, such as upon meeting Leliana, where it looked like keeping your Wardenhood on the DL was an option, so my next time through, I chose all of those. It did nothing. I still always get jumped by that group. They still always "heard what was said," even if I specifically went out of my way to avoid saying it.[/quote]Why do you insist that they heard
you say it? Or that they weren't just lying?
It's not a moot point at all. Even if this specific dialogue event doesn't let me keep my Fereldan-ness a secret, I need to know that before I make my selection so I can then choose based on some relevant criterion. If the paraphrases suggest that I can keep my Fereldan-ness a secret, then that's what will drive my selection. If, however, I know that I cannot keep my Fereldan-ness a secret, then I move on to another criterion.[/quote]
They didn't necessarily have to hear
me say it, but whatever the case, word gets out no matter what.
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[quote]So yes I would have liked to keep that a secret, at least for some of my Wardens, but if the game doesn't recognize my actions (or inaction), then it's relatively meaningless. I moved on.[/quote]
Isn't that your character is secretive important to you? If that isn't a relevant character trait, why did you bother?
The roleplaying itself is the whole point of the gameplay. What the gameworld does with your roleplaying is, at best, a secondary concern.[/quote]
It's important to me if it has any possibility of changing anything in the game. Like I said before, I play these games not like I'm in charge, but rather like I'm working with the game to produce an entertaining story. Details that have no repurcussions in-game--positive, negative, or otherwise--just aren't worth it to me. If my Warden being secretive does not and
cannot affect anything in the game, then it's as you say: why bother?
I thought keeping it a secret would potentially be interesting, not because my Warden was necessarily secretive, but because I wanted to see what would happen (or not happen) if I did it. I think my objective in these games is to create a compelling story, and that means working
with the game and its limits, not against them. If being secretive could affect the game in an interesting way, then sure I'd make a secretive Warden.
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[quote]And besides, if BioWare wanted to support such a choice, they easily could, even with paraphrasing.[/quote]
But with paraphrasing, we couldn't know if they'd supported that choice until after we'd already made our selection.[/quote]
Same goes for if they printed the entire line.
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[quote]And besides again, if you want to keep your being a Fereldan a secret, the wise move would be not to be confrontational about it in the first place, but that's neither here nor there.[/quote]Unfortunately, that's not the sort of choice DA2 typically allowed you to make. Hawke's support or opposition to a great many things was written in stone before you ever saw the dialogue hub. My Hawke was unable to approve of Fenris's killing of Hadriana, for example. Apparently the writers didn't think it plausible that any Hawke could generally oppose his global anti-mage stance, but still approve of killing the people who enslaved him.[/quote]
And my point all along has been: how is that the fault of paraphrasing? If they printed out the full lines, they would still be just as capable of omitting a way to approve of the killing. There are a lot of things that the game doesn't support. Maybe that's a particularly egregious one, I don't know. But they can't support everything, either with paraphrases or full lines, and that's okay.
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[quote]I think you're massively exaggerating, but to each his own.[/quote]Hawke says things that apparently he doesn't know he's going to say until after he has said them. It certainly seemed crazy to me.[/quote]
He knew what he was going to say (ostensibly).
You didn't.
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[quote]I had a couple moments of minor confusion, but all in all it was a huge improvement over ME's wheel, and the benefits over DAO's system (including getting to hear the voiced delivery of the lines and more natural-feeling conversations) were well worth what minor drawbacks there were.[/quote]
Again, I think DAO's conversations felt far more natural. In a real conversation, I don't need to listen to what I'm saying or watch my own body language to interpret my own behaviour. I know what my behaviour ios before I've done it, so watching at again is redundant. How the Warden acts and delivers the lines is determined by me while I'm making my selection.
Having to watch Hawke act and speak is just as redundant and repetitive as having to listen to the same line I've just read would have been if they hadn't used the paraphrases. Apparently they were willing to employ an obfuscatory mechanic to eliminate one type of redundancy, but they went to great expense to create another.[/quote]
I think it's more natural to be able to show some emotion, and not just stand there blank-faced. To have my character feel as alive as those around him. In a real conversation, our options are infinite. In a computer game, they are not. It sort of feels like I take that inherent layer of separation for granted, while you pretend it's not there. I'm not sure which is the right way, in fact there probably
is no right way, but it feels like my way will lead to less disappointment with cRPGs in the future.
Modifié par SirOccam, 07 novembre 2011 - 07:03 .