Fast Jimmy wrote...
ME used the dialogue wheel to their advantage and the Paragon/Renegade feature to its fullest.
It forces you into one of two characters and tosses nuance out the damn window. It doesn't help that one of the two characters is
a totally inconsistent mess. It also forces us to accept one of two ethical standards, neither of which is open to our interpretation. I cannot, as in your DA2 example, treat one group of people with contempt and another with genuine kindness without the system literally stripping my future options away.
If by "used to their advantage" you mean "built two games around a broken premise that should have stayed in KOTOR" then yes, they did.
Fast Jimmy wrote...
Secondly, your example of your Hawke's arc is nice, but it is one example of roleplaying that is both, at once, narrow and shallow.
DA2 does allow you to play a character who's tone changes over time, which could allow one to roleplay a character with a changed attitude - but it is an illusion.
...
...
I'm trying to wrap my head around this being somehow
more of an illusion than
imagining tone, as in DAO.
The short answer is it isn't, it's
explicit reactivity. Which of course, people can argue eliminates the ability to imagine a broader range of illusions, but it is absolutely not as you describe.
Fast Jimmy wrote...
The only difference the game offers you is the sight of seeing your character speak angrily while saying something funny, which no one acknowledges.
When does "saying something funny while speaking angrily" happen in the game?
Fast Jimmy wrote...
This type of isolated acting is just as ineffective as head canon, which a silent PC accomplishes much better.
That's where I disagree with proponents of the silent protagonist. But that's a different issue.
Fast Jimmy wrote...
Also, while your character can go through this arc, I cannot, for example, choose all diplomatic options when dealing with Mages and all aggressive options when dealing with Templars and not come off as a raving lunatic.
Why not? I was diplomatic to all moderates and aggressive to all extremists and it made perfect sense to me. It helped that in Act 1 there were more moderates, and in Act 3 there were more extremists, that's for sure.
Furthermore, a pro-mage individual who is nice to mages and impatient with templars seems perfectly reasonable. I do not see where the raving lunatic aspect manifests itself in the game.
Fast Jimmy wrote...
How would being kind to a side you sympathize with and mean with a side you dislike mean I am playing the game wrong? It results in me yelling nice things at allies and saying aggressive threats like a pansy to my enemies. That is a sign of a broken system.
I'm at a loss to think of where this actually happens. Links to examples would be helpful.
Even if I take your statement as read, and I have no reason to think you're making things up, it still isn't what I'm talking about. Your issue, as I understand it, is with the personality tracking system. If the system did not track which icons you selected, and instead utilized generic autodialogs, this would not be an issue at all. It's seperate from the paraphrase/icon system even if it tracks your behavior in using it.
Sylvius the Mad wrote...
In terms of the number of different ways those lines could be delivered, you are not.
And even the first point ignores the possibility that the DAO lines are abstractions rather than literal dialogue.
Should we take the entire writer intent argument as read, then?
Sylvius the Mad wrote...
Granted. But then you should also grant that full-text options help us avoid misspeaking.
Sure, but in a perfect world I wouldn't have to deal with the subvocalization issue as a result.
All of these things are tradeoffs. Where I clench my fists in indignant rage is when it is claimed that they are "dumbing down."
Modifié par Upsettingshorts, 21 septembre 2012 - 09:23 .