[quote]Sylvius the Mad wrote...
[quote]AmstradHero wrote...
To argue that there is no intent in the DA:O is a fallacy, and I've argued this point with Sylvius before.[/quote]
Nonsense. There is no pre-written intent in DAO.
[/quote]
Yes there is. Just like there is in BG. You know how in BG, when you picked the options down the bottom and they would decrease your reputation? And the options up the top could increase it? That's because they were assigned particular values and intentions. You can't kill the innocent bystander with good intent or go "it's okay, I was just joking", because the associated personality or mindset is reinforced with every dialogue option.
You can say "Oh I was just joking around when I said I was going to kill you", because no other character in the entire game reacts to your character that way. If
everyone else in the world thinks your character meant a particular thing by an particular line of dialogue, then I'm sorry, that's in-built writer intent. You can say everyone in the world is misinterpreting you, but at some point, you have to realise "actually maybe
I'M the problem".
[quote]Sylvius the Mad wrote...
[quote]AmstradHero wrote...
It is a fact that (BioWare) games order their responses from "nice at top" to "bad at bottom". It's been this way since the original Baldur's Gate, and persists to this day. Top responses are reconciliatory, whereas bottom responses are aggressive.
[/quote]
I didn't know this until someone mentioned it here (after DA2 was released). I still don't think BioWare's intended tone or intent for each line is at all relevant.
[/quote]
I'm stunned you never noticed it. Seriously. That beggars belief. It basically requires you to ignore the reactions of every NPC within the game or simply assume that they're completely socially incompetent in order to do so.
[quote]Sylvius the Mad wrote...
[quote]AmstradHero wrote...
Sylvius's issues with the DA2 dialogue stem from an inbuilt bias and personal perception of the unvoiced protagonist that does not actually match with the reality of the intent of the writers, and this can be seen through the reactions of NPCs to the dialogue choices.
[/quote]
The intent of the writers is demonstrably irrelevant. The intent isn't there. If it were there, you could show it to me. I invite you to point to that intent within the game.
Nice baseless accusation of bias, there, by the way. You've offered no support at all for that. To what bias do you refer? I'm confident that I'm describing the features purely as they are, without adding any extra fabricated content to fill in the gaps.
[/quote]
As someone who has studied game design and mods heavily, I can assure you that this occurs. Intent/tone is necessary to know, because otherwise it is impossible for the writer to write a believable and in-character response to the player's dialogue choice. If there is absolutely no indication of tone, then it would be impossible for the writer to write a coherent dialogue response for the NPC.
Also, my accusation of bias isn't baseless. You've stated here time and time again your personal preferences in terms of an unvoiced protagonist and dialogue writing. That
is your bias. Everyone has their own biases. The fact you're claiming you don't have any bias simply means that you're unaware of it.
[quote]Sylvius the Mad wrote...
[quote]AmstradHero wrote...
Sylvius's argument comes from a very strict and exacting ideal that has never actually existed in a real game.
[/quote]
BioWare's dialogue has met my standards several times. Their best effort was the original Baldur's Gate, where they couldn't possibly have included intent or tone in the dialogue options beacuse they didn't even even know which character would be speaking them. They should write all of their games like that.[/quote]
And here is where we get into the semantics of delivery versus outcome. The player imagined delivery may vary, but ultimately there is a rough guide of how the dialogue options must be delivery based upon the reaction of the NPCs to the difference choices. It is impossible for the player to imagine that the speaking character is making a clear and definite joke when they say "I'm going to kill you" to the NPC, because otherwise the NPC wouldn't respond with violence.
[quote]Sylvius the Mad wrote...
[quote]AmstradHero wrote...
Under the pressure of the real situation, you
as the character have to decide the decision you would make with the given definition of the character you're playing. That is the true essence of roleplaying, because you're taking your established knowledge of the character and persona that you've created and are applying it immediately.
[/quote]
See? You're taking into account the PC's knowledge, which is good, but then you're using
your decision-making process. If the PC's is different, your approach fails.
[/quote]
Not at all. I am playing the character, I am engaged with the character's mindset. If I can't put myself into the character's mindset, then I'm either not roleplaying completely, or I don't understand my character.
[quote]Sylvius the Mad wrote...
[quote]AmstradHero wrote...
If you play a table top RPG and sit there for ages agonizing over a decision, other players will (rightfully) get annoyed. It is up to the player to make that decision.
[/quote]
This is why I don't play tabletop games. I moved to computer games to avoid the other players.
[/quote]
Ultimately the roleplaying aspect is about human interaction. If you're talking about removing human interaction for the sake of monopolising the interaction to a mechanical predefined exchange, then ultimately this is how you're viewing dialogue. This to me seems like a consequence of asperger's/autism, which is fine, but in this sense it would be drawing the interaction to an exacting mechanical exchange that isn't indicative of normal human conversations. If this is the case, then we're never going to agree because we simply don't comprehend, understand or analyse conversations in the same manner.
[quote]Sylvius the Mad wrote...
[quote]AmstradHero wrote...
Furthermore, you seem to imply that there is a "wrong" decision, which is completely counter to the concept of
roleplaying and character development. There is no "wrong" decision - you just explored and developed your character in a way you couldn't have foreseen. [/quote]
If I designed an internally consistent character, and he just contradicted himself, I made the wrong decision.
[/quote]
Then you obviously don't know your character well enough, or else you wouldn't have made that "wrong" decision. Alternatively, you, embodying the mindset of that character, have taking an action that has extended that character's personality. It's like you, as a human being, occasionally will probably do something you're not proud of. It might be something you couldn't picture yourself doing before, but circumstances led you to behave in that way. That doesn't mean that you contradicted yourself or undermined the internal consistency of your own character. You might have made a "wrong" decision (ie one that you perceive as morally or socially bad), but it's up to you to reconcile that your overall personality and your remaining choices. There are no wrong choices in terms of defining a character.
Modifié par AmstradHero, 12 juillet 2012 - 12:54 .