In line with some of the most recent comments, the problem I have with the dialogue wheel, both in ME and DA2, is that it encourages playing a personality type, which, in reality, makes zero sense.
I as a person act in a variety of different manners for a variety of different reasons. I can be snarky (as many of you have seen), I can be aggressive and blunt and I can be extremely diplomatic and objective. The reason I act differently is context. Context of what is happening and who I am dealing with.
If I play as a pro-Mage Hawke, why would it make sense that I play as diplomatic or aggressive to both? I would usually be friendly to one group, antagonistic to the other. But the wheel rewards the exact opposite type of behavior - the mechanic predisposes players to have a 'snarky' Hawke playthrough, or a renegade Shepherd. Labeling choices as clearly black or white is a poor venue for role playing. It results in either A) playing a preset character, with the choice of what type of set personality or

having a schizophrenic type of character, that is yelling in an aggressive voice 'thank you for this wonderful tea!!!' or saying in a snarky voice 'I'm sorry for the death of your loved one.'
When people look at the choices in DA:O, they are seen as choices, not as personality types. Having the Anvil of the Void decision reduced to 'Paragon/Renegade' would devalue the choice, even though that is perhaps one of the most clear examples of what the Paragon/Renegade mechanic tried to accomplish (the only comparable decisions in ME would probably be the Rachni Queen, the Council/Ascension saving and the Collector Base, all of which were reduced to nothing of importance).
The lack of real moral ambiguity in making decisions in DA:O made it that much more intriguing. The addition of the symbols in DA2 gave away the exact nature of what each response would result in - I would know what option would trigger a fight, I knew which option would be the 'auto-win' and which option would cost me money, or make me money. It resulted in absolutely no need to understand what my character would say, since I could simply choose the outcome.
Choosing an OUTCOME versus choosing a DIALOGUE is VASTLY different. Granted, every piece of dialogue has an intended purpose, but eliminating the risk of saying the wrong thing means I am not role playing my character, but am simply meta-gaming, clicking the outcomes I desire, not the words I want my character to say.
THAT is the problem with the change in dialogue between DA:O and DA2. And that is why so many people react so strongly against it.
Modifié par Fast Jimmy, 26 août 2012 - 03:14 .