bEVEsthda wrote...
Lol, you've played too much DA2.
I know, it's easy to slip into the assumption that the dialog is just dialog.
But Bloodlines didn't work that way. Your dialog choice actually had a big impact on the game. So, knowing what you where trying to do, was not counterproductive at all.
But look at DAO's dialogue. There you could choose any line and intend literally anything with it. If your intent matched that of the writers, you'd succeed. If it didn;t, you'd get a different reaction from what you were expecting, and that created yet more roleplaying opportunities.
Tying the line to the intent means that the player cannot have his PC try to do things in a way not first imagined by the writers.
There's an exchange in DAO where the Warden is talking to Leliana, and he can speak a very cheesy pick-up line. I gather that this line was intended to be delivered unseriously, as a joke. Delivered that way, Leliana's response is amused, recognising the joke as funny.
But if the Warden has no social skills, and instead uses that same line as a serious attempt to flirt with Leliana, then Leliana's amused response (which is identical) becomes mocking (in the eyes of the Warden, who wasn't looking for laughs), embarrassing him and likely causing him to flee.
If the game made the PC's intent explicit, then it wouldn't be possible for the PC to use that line to achieve any end other than the one chosen by the writers.
That DAO worked as it did in this regard is one of the game's greatest strengths, I think. I sent David fan mail about because it was so well done.
Modifié par Sylvius the Mad, 06 avril 2012 - 06:42 .