AmstradHero wrote...
Name one RPG that has only one interface. Even the infinity engine games don't, as they bring up a dialogue window which I have to interact with separately to how I interact with other objects. They've also got the inventory screen, which is a different interface again. If you're arguing that every interface change is a break of character, gaming or immersion, then you'd basically be limited to... FPS games. That's it.
Both the BG games and NWN had dialogue take place within a text box that was always on screen. There was no change for conversation. Nor did the camera suddenly move with no player input.
Inventory screens are triggered by the player, so the player isn't being taken out of anything - he's doing it himself.
Sylvius the Mad wrote...
They wait for me.
This is exactly the kind of ridiculous situation that makes timers good. No one in their right mind would stand around and simply wait in silence while someone starts there doing nothing. It's a complete immersion breaker and only serves to highlight the artificial nature of the experience.
They will if they want to hear my reply.
But it's also irrelevant. Your character isn't taking 5 minutes to respond. You are, but you exist outside the game world. That you spend 5 minutes deciding which option to choose is not evidence that your character spent 5 minutes doing the same thing. You are not your character. Your character is not you. I might spend 5 minutes working out how to respond, but I might also decide that my character's reponse is offered immediately. Time shouldn't pass in the game while I'm pondering my options. That's how combat works. That's how dialogue should work.
I didn't think I would like timers, but in the context of a voiced protagonist, especially with a tone/intent dialogue selection, they enhance the cinematic presentation and flow of the game and dialogue in a way that non-timed games can't.
If the cinematic presentation ever interferes with the player's ability to control his character, the cinematic presentation needs to give way.
This kind of indecision and allowed pause belies, nay, undermines, the urgency and importance of the decision-making by allowing the player to just metagame their way to what they think is the best decision.
But nor does it force metagaming. If someone wants to metagame, why should BioWare stop them? If you don't want to metagame, then don't metagame.
I don't want to metagame, but I also don't want to be rushed when making decisions. Usually I make decisions very quickly in the game, but if a set of dialogue options arises where none of them appear to suit my character at first glance, I the need to go through a fairly laborious process of working out what possible state of mind my character could have that would render one of those options sensical.
Furthermore, if you're truly roleplaying a character, and you can't make the decision of what to do in what would be considered "real" conversation time, then I'd contend that you don't actually have a clear picture of the personality of the character you're playing.
Except for that example I just mentioned.
Real people make quick decisions and hold real, flowing conversations every day.
Yes, but real people aren't choosing from among a finite set of pre-written dialogue options. Your conversations would not be as fast and free-flowing if I got to decide what you were allowed to say.
Modifié par Sylvius the Mad, 10 juillet 2012 - 08:52 .