@Maria, there, thank you, that's a much better example. it's been a while since i play da:o.
what @hooray meant by 'dialogue', and the reason i continue to distinguish between 'dialogue' and 'written dialogue', is that there is a difference between a single sentence of
written dialogue and the full body language and acted tone that comes with speech in a visual medium.
that completeness is what @hooray meant by 'dialogue', and it is impossible to convey through a game's text UI, since it transcends text.
full-line written dialogue is technically more capable of transmitting full range of dialogue than paraphrase alone, which is why da2 attempted to make up for that disconnect by offering a tone indicator. knowing hawke's next line would be delivered sarcastically, charmingly, kindly, diplomatically, aggressively, etc
in origins, we saw a gap between written word and tone, but not between paraphrase and actual spoken words. in 2, we saw a gap between paraphrase and actual spoken words, but not between written word and tone.
the difference between you and me still boils down to a matter of preference borne of how we interpret and rationalize these gaps, what they mean for the protagonist character, and the methods by which we role-play. it's a very fundamental and likely unchangeable difference.
unfortunately, there doesn't seem to be a compromise.
my side is in the majority as far as far as the pool of all game consumers goes, and my style of immersion is the current market trend. developers may be in part artists, but don't forget that they are
commissioned artists. they will develop for whatever group will give them the most benefit while still allowing them to retain some degree of vision. that's just economics.
edit: i am not arguing for or against full lines. my earlier posts were only disproving xewaka's statement that full lines are adequate to meet his own standards, when by his logic they are not.
Modifié par ademska, 25 mars 2012 - 12:15 .