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.
Secondly, of COURSE the tones are drastically different and convey different personalities. That's precisely what they're intended to do.
I know this response wasn't intended for me, but I agree - the tones didn't indicate good, neutral, or evil. I think there were issues with the diplomatic, sarcastic, and aggressive options, but that's another topic entirely.
Silfren wrote...
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.
I agree, the writers did make assumptions about how specific lines came across - regardless of what the player intended with those lines. I think having a voiced protagonist simply makes this harder for people to ignore, and makes the issue in Bioware's approach much more apparent.
Silfren wrote...
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.
I don't dispute what you're saying, because Origins certainly wasn't perfect, but I think Bioware should strive for greater variation in their dialogue options.