David Gaider wrote...
You don't need to rely on a hunch. We've stated outright that we're sticking with a voiced protaganist as well as the conversation wheel-- at least for the forseeable future. Discussing how we can improve our use of these is one thing, but if one's of the opinion that improvement simply isn't possible and that they must be removed outright there's really no place for that discussion to go.
To that end, I'd like to ask that you give us as much detail as you have about what it is the PC is going to say and do based on our wheel selection. For every dialogue wheel event, the player should
know exactly what the PC's words and actions will be, or as close to exactly as you can manage given UI constraints.
And I would like you to consider those UI constraints when writing the wheel events, so that not too much detail is lost.
I'd also like you to talk to the UI guys about reducing those constraints.
Furthermore, while I want the game to tell me everything it can about what my PC is going to do, under no circumstances should the game (or you) decide
why my character is doing that thing. The PC's motives are a mystery under all possible circumstances. Don't rely upon your knowledge of the PC's motives to inform how you write paraphrases, because you don't have any knowledge of the PC's motives.
Some people like to talk about it anyway, but removing those features is not really on the table.
Yet.