batlin wrote...
In DA:O you see your face constantly in the Landsmeet whereas with Skyrim you have control of the camera.
Exactly. In DAO, you constantly see your face. And in DAO, focus is on characterization and character development. Interaction with companions, romance and such. DAs are personal and subjective. TES are world-focused and objective.
The nature of DA - plot-driven, character focused - puts the player in a particular frame of mind where, for some, Voiced works better than silent. It's kinda 1st person PoV vs. 3rd person omniscient in literature. The problem with the Truce Council scene is that we suddenly shift from one PoV type to another (which, btw, is very often big no-no when you write), without the support of even a cinematicized dialog. It was the very first time in a TES game that it felt as though cinematics should have been involved, due to the "theatrical" nature of the scene.
I'm not denying that you don't like it, what I'm curious about is why. What difference does it make if you can hear people react to your silent dialog choices? How does that serve to break your immersion any more than inconsistent personalities and reactions by Hawke?
Apples and oranges. One isn't related to the other. Hawke's inconsistencies, when there, break my immersion just as much, but for very different reasons. Hawke could be inconsistent and silent, or consistent and voiced.
Now, if you're talking about auto-dialog, that's another can of worm altogether. I don't like auto-dialog at all, for the record.
As for why it breaks my immersion? As I explained so many, many times: because it clashes with the environment, because it sometimes break my RPG line of thought by having to watch my PC Not-Reacting, because speech and body language are important too, characterization-wise. And when characterization is the main focus of a given game, yes, it annoys me. Without voice and expressions, and in a game that otherwise heavily rely on those (which DAO does), my PC is singled out. He loses substance and reality.
I'm not one to say he becomes "soulless", though. Because that, he doesn't.
See, voice acting only allows for as many personalities as the actor interprets. With a silent protagonist, there's an infinite number of possible personalities.
That's not true. You're still limited by the lines of dialog offered to you and the tone intended by the writers, as proven many times in DAO by NPCs reactions. You can still choose to believe that your tone was conveyed, but in some cases, that would be simply ignoring the reactions, ignoring the game. You wouldn't be playing DA anymore, but some version of it that only exists in your mind. The only way you can have an infinite number of possibilities is either PnP (and even then, you're limited by the settings) or if you write the Char yourself from scratch, which implies zero-characterization on the game part, or no game at all. Barring quantum programming, a cRPG can't give you total freedom.
But I understand that for some People-Who-Are-Not-Me, that illusion is important and crucial to their brand or roleplaying. That's in fact the only argument that would semi-convince me. If only because I don't consider their (your?) brand of roleplaying as inferior to mine, just
different.
the person who puts the king on the throne isn't of a higher power than the king. The Warden was just an arbiter. You may as well make the argument that a supreme court judge is more important than the president. The Warden addressing the soldiers fighting for the king would have made Alistair/Arnora look like a chump.
The speech isn't about king business, but Warden business. I'd also have a lot to say about how witnessing the king/queen yelling "For Fereldeeeen" with the Warden staying there and silently approving is a problem for those Wardens who didn't give a damn about Ferelden (Dalish and Dwarves come to mind), which could have been avoided with a voiced PC and a lines choice. But that's another story
Modifié par Sutekh, 26 mars 2012 - 08:46 .