Control and Clarity of dialogue options is paramount here.
Whether that can be done using paraphrases is something we find out on a case by case basis. There's no inherent contradiction between paraphrasing and roleplaying of the cRPG kind. Nor is there necessarily a need for full text options for it to be "cRPGish".
One of my favourite cRPGs of all time, Darklands, uses a CYOA system for interactions and it works out just fine. Many cRPGs (including one of my favourites in Morrowind) use a keyword system for it's dialogue interactions.
You don't always need to know the
specifics of what your character says. In fact, this gives the writers license to inject a bit of character in the responses/have conversations flow better.
(Unless you're Brian Mitsoda or Chris Avellone and you don't need the extra wiggle room because you're that damn good at writing dialogue with character and conversational flow.)
BUT, you need to have control and clarity over a conversation option. I feel that Dragon Age 2's system sometimes went out of it's way to deny that to the player so that the options could "surprise" players. While that has value from a presentation and cinematic perspective, it has no place in a roleplaying game.
As previously stated by others, the paraphrase system doesn't add anything to the "roleplaying" of the game, because it wasn't designed to. It was implemented purely to aid the aesthetics and presentation of the cinematic dialog sequences.
Modifié par CrustyBot, 30 juillet 2012 - 10:23 .