Sir JK wrote...
I do not agree that lines with intent rather than tone are neccessarily better. They are different yes. But a character could use a humorous tone for multiple reasons; to mock, to improve the mood, to point out how ridiculous the situation is, etc. Wheras if the line simply was tagged as [mock], there is only one possible interpretation. It is much more clear, yes.
I agree that a humorous or snarky line can be several different things, and I see that as a problem.
And I guess clarity is my goal. If I can't have full text (and we've already been told it's a no-go), the next best thing is to know the intent of the line.
Also, do note that even full text imposes a limit to character expression unless full text means you literally spell out body language, tone and facial expression in the line description. Non-verbal communication is generally not included in such systems.
I would suggest that intent might actually do a better job of setting expectations for character expression than mere tone. To use the examples you've provided, I would expect a line intended to mock to be delivered differently (nanny-nanny-boo-boo) than a line intended to improve the mood (friendly and compassionate). What we might not know prior to selecting the line is that it will be humorous.
ETA:
Sylvius the Mad wrote...
I proposed a double-choice dialogue system some time ago. You can read it here.
Interesting. I think it could be very effective, but difficult to program, because each line would likely need to have a different set of intent choices, and vice-versa. I would imagine, for example, when you select an intent, valid lines become available for selection, and when you select a line, valid intents for that line become available - so those menus would need to be dynamic. It would also add some complexity, and BioWare seems intent on simplification.
It could have some UI challenges, too. I would expect the player would need to select both intent and line and be able to change them until satisfied with the combination, and then use some other button to enter that choice.
So much simpler to just [Persuade] line or [Threaten] line or [Lie] line, etc.
PS We're going to some pretty extreme lengths to try to overcome the inherent failing of the dialogue wheel they just aren't willing to give up...
Modifié par Pasquale1234, 06 juillet 2012 - 12:20 .