AmstradHero wrote...
Yes, but saying a system is broken because outliers don't conform to it is like saying a process is broken because it fails in 0.001% of cases. Nothing ever works perfectly and flawlessly. To claim that empathy is a misappropriation of emotions and perception would suggest that people never gain joy from things like the recounting of shared experiences and emotional states.
No it isn't. I'm not denying the result; I'm denying the mechanism. People experience that joy not because they're sharing an emotion, but because they're experiencing relevantly similar emotions.
If your theory of gravity fails to describe 0.001% of freefall events, then your theory of gravity is incorrect. Empathy is falsifiable.
I'm not a doctor, but I recognise this type of communication issue because I've known a number of people in my life with one or the other. Communicating with them requires me to rework my communication model because they don't react as the majority of people do. Expecting to be able to roleplay a character with one of these traits is fairly unrealistic and I would say too niche and demanding, especially since it would be likely to come at the expense of the enjoyment of the experience for people who did not want to create such a character.
We shouldn't all have to want the same type of character - that's my point. BioWare's pre-voice games allowed these sorts of extreme designs. Their voiced games do not.
Arguing that "communication" does not exist is a ridiculous concept, because people do it every day of their lives - it's how you get people who do or don't get along due to different styles of communication and/or background. Communication is the basis for human relationships, and doesn't require the reading of minds. If it did, we would have evolved as a race to do that, or become extinct long ago.
Expression and interpretation are required as you describe. Communication, as some sort of extra layer of existence, isn't a necessary supposition. I would argue that communication exists in name only, as it is nothing more than a combination of its constituent parts expression and interpretation.
If we can't agree on this, then there is no point to the rest of the discussion. In short, if you disagree on this point, then we have fundamentally different views on what constitutes roleplaying that are impossible to reconcile.
Perhaps, but...
Roleplaying ultimately comes down to portraying a particular personality onto the protagonist of the game. The player is creating a persona (though sometimes that persona is limited by preset factors), and must use their choices of action and dialogue in game to convey that personality.
...I agree entirely with this. Where you go wrong is in your next sentence:
The primary mechanism by which a character's personality is defined within the world is the way in which they interact with others.
I don't concede that interaction exists any more than communication does. The primary mechanism by which the character's personality is defined within the game's setting is his through process, which doesn't actually exist within the game at all. The only part of that that extends into the game is the character's expression (something over which the player didn't actually have control in DA2). The character's interpretation of the others around him - the other constituent part of communication (possibly interaction - I don't know how you're defining that) - isn't in the game, either, and also exists only within the player's imagination, just like all of the character's thoughts.
Compare roleplaying in a gold box game to something like BG or NWN. In a gold box game you can imagine your characters with any sort of character you like, but it always remains in your imagination. You can provide justification for their actions internally, but these can never be projected into the game world. BG and NWN (and many more) provide that option through dialogue. Dialogue allows the player to visibly and directly interact with the world through other characters to provide justification and characterisation.
But there's no necessary connection between that dialogue and the actual justification for what the character does. The character need not express his thoughts through dialogue. He could deceive. He could deflect.
The dialogue offered in BG and NWN gives the player more opportunities to express his character's personality both internally and within the game, but never did the game itself define that personality.
The persona moves out of the player's head and into a form that the game can meaningfully interact with.
And there's the difference between us. The persona of my character's never moved out of my head. As such, the game was never able to interact with it meaningfully. But that allowed me to maintain total control of my character's persona, something the voiced PC games have taken away by denying me control over my character's expression.
As I see it, BioWare's silent PC games merely refined the Gold Box approached, but never baandoned it. Only with the voiced PC did their games become incompatible with that playstyle (and I'm not even sure the voiced PC is necessarily incompatible with that playstyle - it just has been in every example so far)
Without dialogue, you simply don't have scope to roleplay in a meaningful fashion.
Sure you can. As long as you're making in-character decisions, then you're roleplaying. That's all I want: in-character decision-making. I haven't managed to make that work in DA2 at all.
Furthermore, if you don't believe this then you may as well play a roleplaying game with absolutely zero dialogue, because that removes the aspect of the games/genre that you apparently have a problem with.
That would significantly reduce the opportunities for roleplaying (since every dialogue event is an opportunity to make an in-character decision). But BioWare's implementation of the voiced PC actually robs the player of control over his character. No longer can I design the character's personality and have the game not contradict it. No longer am I able to choose dialogue options with any confidence that the character won't behave in a character-breaking way.
The voice robs us of freedom. The paraphrase robs us of control.