Olmert wrote...
First, Sylvius, regarding your attempt to "correct" me on my vocabulary, I did indeed mean to use the term "redundant" and I used the term correctly.
"redundant, adj. [/b]1. characterized by verbosity or unnecessary repetition in expressing ideas; prolix: a redundant style. 2. being in excess; exceeding what is usual or natural: a redundant part. [b]3. having some unusual or extra part or feature. ..."
Each part provided something the other did not. The voiced line contained the details regarding the delivery of the line - the tone and emotion that couldn't be conveyed by the text - while the full text provided the foreknowledge the player requires to make an informed decision.
This clearly fails the test for logical redundancy, your colloquial definitions notwithstanding.
And before you try to highlight something like that to embarrass someone else, you really ought to make sure you are correct before you make a fool of yourself.
I am not trying to embarrass you. I am trying to understand you and your playstyle.
Secondly, how does full text diminish delivery of the voiced line you ask? (Not really expecting an answer.)
Regardless of whether I expected an answer, I did want one. That's why I asked the question - to get an answer.
Here. Redundancy is bad. It is not a good quality, in case you don't know it.
"Bad" isn't the sort of characteristic that stands alone. Nothing is
a priori bad; it's not possible. So, if having the voiced line repeat the full text is bad, why is it bad? What about that repetition makes the repetition bad?
As for your theory on why Bioware no longer provides full text, go on fabricating unlikely reasons that make you think you can "enlighten" them. I'll just say that if Bioware wanted to continue to give full text they'd do it just like they did it for DAO. That would work, wouldn't it? If they really wanted to provide full text.
No, actually. Their own statements on the issue make this clear. They insist that full text dialogue options are not compatible with the voiced protagonist, as the qualities of "good writing" for a silent protagonist and a voiced protagonist are different (I don't necessarily agree with this, but this is their stated position). As such, the good writing for which they strive does not allow them to use full text, so instead they seek alternatives.
I argued, as you just did, that they could just give us teh full text, but they've since explained their position that this isn't possible. So I don't ask for full text. I ask for full control over my character, by whatever mechanism they find to replace full text.
Finally, you ask, how do I choose dialog options when I don't know what those options entail?
I do ask that, because I want to know. I would like someone who thinks DA2's dialogue system works to explain the mechanism by which he selects dialogue options.
I do know well enough what my chosen option entails through the paraphrased line. I have had less trouble navigating DA2's dialog, with its intent/tone icons and short answers, than I have had choosing dialog in DAO. For me, I routinely go back to previous saves to replay dialog in DAO. I'm replaying that now so I have this fresh in my mind. I never once had to go back and redo dialog in DA2 because I was mistaken in a line's effect, and I've completed DA2 twice now.
So how do you do it? By what mechanism do you select paraphrases? How do you ensure the coherence of your character? How do you know which dialogue options won't contradict the motives you've already established for previous in-character decisions?
How do you do that?
And what, incidentally, do you mean by "a line's effect?" The direct effect of a dialogue selection is that your character says that thing. Nothing beyond that matters to me.
I don't know exactly why that is, but I think it's because of the way Bioware has written DA2 more clearly.
I don't understand how the paraphrases, which often tell us nothing at all about the spoken line to follow, could possibly be clearer than DAO's full text, which tells us exactly what the line is. Every detail of DAO's lines is made available to us prior to selecting that line. Comparatively, DA2 tells us almost nothing.