Sir JK wrote...
Yes, I did get that impression that the current system is unsatisfactory to some people. I do not object to that. What I meant is that I think the solution you two proposed, with a dialogue prompt that pops up when you hit certain button mid-banter, is quite unrealistic. It might work in a cinematic, but I'm not sure. It sounds like a hassle to implement and extremely difficult to ensure that it works well.
I do however like the idea behind it.
In conversations; hitting an interrupt button a lá Mass effect and instead getting up a prompt allowing you to evaluate the action and choose whether it's something you would do or not howerver. That I can see and do like.
Out of curiosity... I understand the two of you dislike autodialogue, that you do not want your character to act without your permission. Does this also apply to things like "go on", "continue", "yes?" and similar things? Basically the few words most of us use to confirm that we heard and wish the other side to proceed. Would this also be unacceptable to you two?
Similarily. Is it unacceptable for a character to refer to another by name through autodialogue when greeting them?
And what's the extent a character is allowed to move in a cinematic without being prompted? Is it, for instance, acceptable that your character dodges a punch or projectile in a cinematic?
I'm merely curious where you think the limits for what is acceptable to automate and what is not are.
I proposed almost exactly what you described. Hitting the interrupt button would bring up a set of options, or at least a detailed description of what the interrupt action was, so the player could then make an informed decision without any time limits.
Hitting any interrupt button should pause the scene lng enough for the player to make his decision. Never should the player need to make a decision on the clock. If playing a character castly different from yourseofl, it can sometimes take quite some time to work out what decision that character would make. Having to rush only forces mistakes.
This is akin to having player skill determine combat outcomes. It breaks the setting.
As for auto-dialogue, I would argue that it's simply too dangerous to allow the developer to include any of it. Asking the player for input every time should be their goal. The developer cannot know when any given auto-dialogue will be character-breaking. Your "go on", "continue", and "yes?" examples are good ones, because they express interest, which the character might not have.
I would also object to greeting another character automatically at all, regardless of whether a name is used.
Dodging a punch or a projectile, though, probably wouldn't bother me, as those are effectively combat animations.