Silfren wrote...
I already addressed this argument once the first time you wrote it in answer to one of my posts, and can only assume you didn't read it. Firstly, the tones are NOT good, evil, and neutral, and you need to disabuse yourself of this notion, because if you actually do believe this is what the tones are meant to represent, then it is clearly part of the issue. The tone options are Diplomatic, Humorous, and Aggressive, none of which exactly or automatically translate into good, evil, or neutral. It should go without saying, but apparently it can't: evil people can be very diplomatic, having a sense of humor doesn't make you neutral, and being Aggressive hardly makes you evil.
Semantics. You know what I mean.
Secondly, of COURSE the tones are drastically different and convey different personalities. That's precisely what they're intended to do.
Yes. And that's what makes it so disconnecting when you play a character that is generally "diplomatic" but wants to select a few "aggressive" options. It comes off like your PC has multiple personality disorder.
I'm repeating myself again, it seems: the tone and personlity of the silent Warden were NOT yours to decide on. The game had predefined assumptions of what each dialogue choice represented as far as tone. This is evidenced by how NPCs react to your dialogue. The game doesn't give a flip what YOU the player want the silent dialogue to mean: it operates according to the meaning assigned to the dialogue by the game developers. The only way to assert your own interpretations for the tone is to completely ignore the way the entirety of the game responds to you.
This is true...to a point. NPC's reactions to your dialogue options aren't nearly as beholden to your tonality as your own
personality is to your tonality, same as NPC's tonality in their reaction is more beholden to
their personality than your tonality.
With either silent or voiced, you still are limited to the dialogue options, and by extension the personality options, the game provides to you. Origins typically gave you between four and six dialogue choices, but generally no more than 3 basic personalities were conveyed, one often being represented by two or three different phrasings of the same sentiment. The tone and personality are JUST AS MUCH yours to decide on with DA2 as they were in Origins. That you didn't actually hear the tone in Origins doesn't mean you had greater choice, because you STILL were choosing from a preset list of tones, not something you just invented entirely on your own. Why you can't seem to grasp this last fact is beyond me. You NEVER make up your own tone or personality with a silent PC, you choose from a list of options provided to you. This is the case whether the PC is silent or voiced.
No. Tone isn't something that can be totally translated through writing unless you have descriptors like "'Get out of my way,' the Warden said harshly/playfully/warningly/silently." When you merely have a line, the tonality is pretty much yours to decide.
Modifié par batlin, 29 mars 2012 - 08:44 .