Allan Schumacher wrote...
The only way the character can make appropriate decisions for the character's design, is if YOU deem it to be an appropriate choice for the character. They are by your preferences. The fact that the character may make choices that you yourself may not make if you found yourself actually in that position is irrelevant. The character can only make the choices you choose for it. There's a reason why you pick the choices that you do when playing those characters.
But I'm using his mind to make those decisions. His mind doesn't possess my knowledge.
I'm the one pressing the buttons, but he's the one in charge.
If it was irrelevant, it'd be impossible for you to make any choices on behalf of the character.
If I'm doing it right, it is. Ideally, I would formalise the decision-making process so that only the character's preferences influenced the outcome. I could map out the reasoning formally and desmonstrate this his preferences alone were what mattered.
You make the choices that you do because you have a preference based on the type of character design you have come up with.
This suggests that I'm making the decisions that I want him to make, and that's not true. I had a DAO Warden I really liked who made some bad decisions and died. I would rather he hadn't. He would have been very interesting at the Landsmeet, but he never got there.
This is actually fundamental about roleplay from a psychological perspective. It is a fact that a person can never truly remove themselves when making any decisions.
If I'm making the decision, yes. But I'm not. I'm referring to a set of rules and simply implementing the decision they present.
This would be like if I randomised my selection by rolling dice. If I always do what the dice tell me, you can't honestly claim that I am
choosing option number 2. The dice chose number 2; I'm just executing their will.
When playing an RPG, you're making decisions on behalf of your character. Ergo, it's impossible for you to completely divorce yourself from your character. You actually concede this when you say this: "I choose options by consulting not my preferences, but that character design."
You're choosing options. Ergo, it's impossible for you not be impacting the character. You make the choices that you make because you feel that those are the choices that best suit the design of the character you created.
Your attention to detail has now forced a more precise word choice upon me. Thank you for that.
Rest assured, though, that my feelings rarely impact my decisions.
My input would only matter when making judgment calls on issues I hadn't incorporated into the design. If some decision even arose where it wasn't entirely clear what my character's preference would be, then I'd need to invent something to fill that gap. Then, yes, I'm choosing.
But that's pretty rare. I played an elf Warden who had very clear ideas on human-elf relations, and a host of economic and social opinions that stemmed from that, but he had never met a dwarf and had no preconceived notions abotu dwarves at all. She was wholly and completely indifferent to dwarves. So when asked to choose between two alternatives for dwarven king, she literally did not care, and chose one at random.
I would only need to make decisions where it was clear that the character would hold a relevant opinion, but I couldn't tell for sure what that opinion was. If I knew the relevant opinions, then finding the right decision is a matter of simple arithmetic.
And it all comes falling down if YOU feel that the choices that this AI makes don't make sense with the design you've created. Even if the logic behind the choices makes sense. Even if some other person feels it's a perfectly valid decision.
Logic isn't subjective.
My forum signature here used to be a quote from David Gaider saying "Sylvius would happily sacrifice everything in the name of logic." David's a pretty smart guy.
If you aren't the one making the decisions based upon your preferences, then you wouldn't be upset at things like the dialogue wheel or anything else that you feel artificially restricts your character. The only reason it's a restriction is because you don't feel the choices are satisfying enough for you, the game player.
It's a restriction because I can see how character-breaking the resulting behaviour is. If my character design requires that Hawke complete a quest for a specific reason, and then he espuses a different reason, that's a problem.
I often design characters based on characteristics that aren't obviously relevant to an adventuring career. My first Warden believed strongly in property rights, for example. I could see how this could prove to be the deciding factor in a wide variety of issues, so I thought it would be fun. Imagine my elation upon finding the greedy merchant in Lothering, a situation where a defense of property rights points of a clear resolutin of the conflict. My Warden sided with the merchant's right to charge whatever prices he liked, and that was that.
But if that same event had taken place in DA2, what then? Would Hawke have aided the merchant with a calm and direct defense of private property, or would he have been greedy and anti-social?
This is something DA2 did very badly. There would be a choice among quest resolutions, which I would choose based on my character design, and then Hawke would explain why he was doing it and claim some other motivation. He'd say he was delivering the fugitive unharmed because he believed no one was beyond redepmtion, while I had chose that outcome simply because that was what Hawke had been hired to do, and I designed Hawke as a man who kept his word.
Hawke was required to hold a wide variety of opinions without the player having any say at all. Hawke was prevented from holding nuanced or complex opinions regarding his companions. Try supporting Fenris's vendetta against Danarius while at the same time opposing his anti-mage prejudice. It doesn't appear to be possible
If you were truly divorced from the character, such things wouldn't bother you because you've no investment in the character.
I created that character. Watching him interact with the world is the whole reason I'm playing the game at all.