Assuming the conversation is still about control and the loss of it, I'd like to toss in my own personal thoughts on the matter.
I'm exhausted, so bear with me. And I'm just speaking for myself:
When I played DAII, the paraphrases were not something I enjoyed. Sure, sometimes I could
guess what Hawke was going to say, but that's precisely the problem for me. I'm guessing what Hawke will say, and if he says what I think he says then fine, no harm no foul.
But what happens if what I thought Hawke was going to say -- what I
wanted Hawke to say -- is not said? What happens if he says something else that is radically different from both what I thought he was going to say, but what I wanted him to say?
Control is lost, my immersion becomes cracked, and Hawke becomes more and more Bioware's character and less mine.
I say cracked because I don't immediately lose my immersion. But the more cracks that happen, the more my immersion edges ever closer to breaking.
Here's what Hawke should look like for me, where I have complete control over his actions:

(Ignore the paraphrase at the bottom.)
And here's what he looks like because of the paraphrases:

Who does he become to me? He merely becomes a shadow of his former self, no longer a vessel for my roleplaying. Broken down and reassembled quickly and poorly, where I eventually care little for who he is because he is no longer me.
Basically, Humpty Dumpty. Hawke constantly falls off of the Wall of Roleplaying and onto Bioware's Ground, and all the Game-King's horses and all the Game-King's men couldn't put Hawke together again for him to sit back on that wall.
And I find that's a rather apt description of Hawke, compared to how I wanted him to act. In-game Hawke is an egghead compared to how I envisioned my Hawke.
It is because of this reason that I oppose the paraphrases. Even if I'm content with what is said, I should know what's being said before I say it,
without having to resort to trial and error.
Gaider's comments on the matter have led me to believe that those people that want to know what's being said before they pick the option will never have that in any way, shape, or form. Even if paraphrases and full lines could coexist.
That seems like a deliberate method of alienating a portion of the fanbase.
Of course, maybe I'm misunderstanding his comment. But I doubt it, considering this was what he said:
David Gaider wrote...
I'm not going to display the full line of dialogue in a voiced-PC system. There are, however, alternatives to the way we did it in DA2.Sure he admits to alternatives.
But he also says that the full line won't be displayed at all. So what acceptable alternative is there to those people that want to know what's being said? People have often asked that the option to see the full line appear at the top of the screen when you hover over a paraphrase for a short amount of time occur, which would have both coexisting.
And I'd be fine with that.
But it seems to go back to what Gaider said: No full line.
And why? Why I ask? Why prevent people that want to know what's being said from knowing what's said? What does Bioware hope to gain with such a plan?
When control is lost, interest also begins to wane.
There is absolutely no reason why paraphrases and full line dialogue can't exist in harmony with one another. That would sacrifice both sides of the spectrum.
I've seen some alternatives to the Dialogue Wheel itself. The one that most notably comes to mind is Crustybot's Dialogue Compass idea. And I liked part of it, where I had up to 8 possible options -- though where does information gathering fit into that?
I wasn't one to like the idea of an explanatory thought process on the other hand. But that's my personal view on the matter.
Now, perhaps if I were to see it in action -- both aspects of it -- I might change my stance on the Explanatory Thought process. And maybe this is the alternative -- or at least one of them -- that David Gaider was speaking of.
Adanu wrote...
Sylvius just doesn't want to accept that modern RPG games are about narrative and story and less about full control of the roleplaying experience.
It's like trying to explain colors to a blind person. He just won't get it.
The two aren't mutually exclusive methinks. You can have full control over what the PC does without sacrificing narrative and story, even in a game with a voiced PC.
And I believe Sylvius is quite aware of this, even if he personally doesn't like the voiced PC.
Though I would hazard a guess that he might argue that with the voiced PC, he loses some measure of control. But I digress...
Modifié par The Ethereal Writer Redux, 03 avril 2012 - 12:08 .