I'm assuming that::
- BW is aiming for a more cinematic presentation, which I take to include dialogue where a single user player choice initiates a number of spoken PC lines (aka auto-dialogue).
- The player should (as much as possible) know the intent of the PC when choosing a dialogue option
However the current version of paraphrases doesn't work well with the second goal (at least not for me). This is partly because (IMO) the paraphrases often aren't very good. The tone icons help in some cases but sometimes make things worse. As an example of this, consider the wry or mocking icon and a paraphrase like "I don't want to fight templars" -- is the paraphrase meant to be treated as if said in a wry tone, in which case it would suggest that the PC is perfectly happy fighting templars or is it a summary of what the PC is going to say?
So I don't like paraphrases! Also I don't agree with the argument that they are any better for giving us information about cinematic dialague since a paraphrase of the first line of conversation is no more helpful than the full text of the first line of conversation for indicating what the PCs responses to continued dialogue is going to be. The tone icons sometimes help but other times they don't.
I'd argue that if you want to have an interface for cinematic dialogue that combining paraphrases and tone icons is a dead end. Tone does not capture intent. For example I can agree with something in a diplomatic, sarcastic or grudging (aggressive) way, or I can disagree in a diplomatic, sarcastic or aggressive way. The current system is made even worse because it uses the icons in an inconsistent way as sometimes they represent tone and other times they represent PC actions (the fight icon).
If you replace the paraphrases with intent then most of these problems go away, the icons can be used to indicate the tone (and nothing else). It also makes it much clearer for the player since if you have three choices where the PCs intent is the same but their tone differs then you can just use exactly the same intent text with three different tone icons. This means that BW doesn't have to come up with three paraphrases that (a) all mean roughly the same thing and (





Retour en haut







