I don't understand how the player can control one without the other. The personality is the sum of the psychology and agendas. If I can control someone's motives and goals, then I conytrol his personality.
I have almsot no direct experience with The Witcher (because I hated the combat system), so I cannot speak directly to this example. It's possible that The Witcher is exactly the sort of path BioWare should follow - I just don't know.
I'm sorry Sylvius, my vocabulary isn't as extensive as others here, and I feared that my wording would be off the moment I replied.
I can't think of some other way to explain it other than this.
Bob is a happy man by nature, but his ideals are quite dark. He believes in the death sentace, he enjoys torturing his enemies and believes that women are second class citizens.
That's one playthrough.
Bob is a happy man by nature, his ideals reflect upon his nature.
Now see, that is what Geralt is. That is where the control comes in. Geralt is 'x' in nature, but his identity, the things that distinguish him from everybody else are yours to control.
In Hawke's case, you can have control of both (I find.) But the problem with Hawke is that the ideals and the nature reflect upon eachother. In some cases I have been able to reflect Hawke's nature and ideals depending on the situation. My Hawke was 'sarcastic and good natured.' But when it came to it, she was authorative too. In the beggining of the game, where things were a little desperate, I chose all the 'red' options for her.
I tried to read the novels, but they just made me sad that the game wasn't better.
You hated the combat? To bad... it's a very good game, really. :-)
Those examples are too big. What about small issues - issues that aren't ultimately relevant to the gameplay? Can you control those?
You can. Having different options to solve out problems are one thing (you can drink the info out of them, gamble. fist fight etc...) Sometimes you can't do anything about it, but hey! That's been in every RPG I can think of - situations where theres only one solution.
The reasons behind any of it were denied him.
You mean motives? Well, thats the problem with voiced protagonists. In the Witcher 2 (and ME2) there were at times where the player was asked "why are you doing this?" But ultimatley, your motives are kept to your mind to figure out.
Even in other games like KOTOR and Baldur's Gate II this was the case. Motives have almost always been up to the player to decide to there are just to many of them to write down in paper.
Giving the player motives to voice would be very limiting in the development of your character. The devs wouldn't be able to think of all of them.
Tone has never applied to silent characters.
Hehe, this is a battle royale xD I think I'll agree to disagree with you there Sylvius. Not because I can't answer it. But because we'll never come to a compromise