Reading through this past page, I'm starting to get the impression that there's a semantics issue. I had written this up as a response at first, but it might be a general FYI that might help people understand the system and the reason why I may have used the terms that I do in the way that I do.
Here's a straight up fact: the way the conversations are structured and set up in DA2 is functionally identical to DAO.
There's additional support such as "What icon is displayed" and "where is it located on the wheel" but if I were to show you the structure of a conversation in DA2 and a conversation in DAO, you would not be able to differentiate them without examining the content.
It would be trivial to have every single conversation in DAO displayed in DA2's dialogue wheel. There is nothing that would prevent it. The
only work that would be necessary would be to specify where lines should go on the wheel, since that information is unsurprisingly not included in the DAO conversations (I don't even think we'd need to set up paraphrases IIRC). The situation is mostly transitive, in that it would also be trivial to import the DA2 conversations into DAO. Although we would run into situations where not all options would be available, since one mechanical difference that DOES exist between the two systems is that it is possible to display up to 10 unique lines of responses at a single node with the conversation wheel, while DAO's mechanics explicitly cap us at 5. We would have to go into DAO's GUIs and conversations and make changes in order to properly support this.
When I am discussing mechanics, I'm talking about the intrinsic abilities of the dialogue wheel. That there are tones specified in a particular location is not a mechanics issue, it's a design decision. We could put a tuba as an icon and it's be a trivial amount of work, and have the Northeast option indicate "The option that praises Allan" for every dialogue line that is placed there. I could programmatically change the entire layout of every conversation in DA2 (i.e. where everything is placed on the wheel) with a few relatively simple changes to some source files. This is because there's some simple rules for default placements and things like that that are straight up direct requests for the
style that writing and perhaps general design would like to use.
So I think people were getting confused when I was talking about mechanics or something. To use Fast Jimmy's post as an example:
But I agree with Sylvius - anything can be seen as a writing issue. Why didn't Templars react to nearly half of my party using magic? They didn't write for it. But, on the other hand, perhaps the reason they didn't write it was that mechanics did not support it?
Just to be 100% clear (and this was the original message I was writing this post to), the dialogue wheel mechanism does not place any restrictions on the writers to force them to write a certain way. The writers may use the different interface layout for stylistic reasons based on aesthetic motivations. Someone asked why our wheel is just like Mass Effect's, for instance, and it's based on an aesthetic analysis. The first prototypes for the dialogue wheel in DA2 were
not like Mass Effect's. In the end though, cost-benefit analysis is done and there are definite advantages in terms of usability that make using and laying out the dialogue wheel in a way similar to Mass Effect's has, while the benefits for NOT doing so start to get boiled down to just "well, it differentiates it so people don't think it's just the ME wheel."
Now I don't know all the reasons or ways that writing or GUI may make the stylistic decisions that they do so I don't want to start speaking on their behalf, but I just want to make it 100% clear that this idea that the writers are confined to the "mechanic" that having a heart icon be displayed requires the NPC to respond in a particular way is incorrect. When I say that it's a "writing thing" all I'm saying is that the only reason why a heart icon would "always" lead to success is because that just happens to be the way it is written. If they wanted to write it so it isn't successful, there's nothing stopping the writers from doing that. Some would say that the flirt options with Aveline and Varric are actually examples of this (I'd be inclined to agree, but that's neither here nor there. If the writer wanted to make Aveline get hostile in response, it could have been done without changing any of the systems or user interfaces).
So to reiterate, the wheel just displays data. How it's organized is entirely based upon design decisions that the team wants to go for. Like I said, changing the DAO interface to be a dialogue wheel wouldn't be a large amount of work. It'd be stylistically differently than DA2's (no paraphrases, no icons, and so forth), but displaying the information in a different way where we already have the solution made is a pretty localized task that wouldn't require the data contained within each conversation file to change one bit.
It's fine to dislike these decisions and to think that they compromise your ability to play the game the way you want. But that's not really a "mechanics" issue in terms of how the system is created.