Allan Schumacher wrote...
I think the dialogue systems in BioWare's silent PC games model real-world conversations pretty much exactly. That's how verbal exchanges work. You say what you want to say for whatever reason you want to say it, and then you deal with the fallout.
And this is where you and I fundamentally disagree. CRPGs are restrictive and decidedly unadapatable compared to real life.
What you've done here is conjured up some mental gymnastics in order to prevent cognitive dissonance so you can continue to enjoy the setting in a way that you like. What you value is this notion that you can state and imagine whatever you want with the line of dialogue, and rationalize the NPC response in order to reinforce your conviction towards what you like about choosing lines in a CRPG. But anyone that suggests that a dialogue system where the players is fundamentally restricted to a rigid set of dialogue options with specified words is an accurate reflection of real life is just seeing what they want to see.
I've seen the phrase "mental gymnastics" thrown around a lot here, and it made me laugh because that's what I felt I was something I learned to do for DAII regarding Hawke. (My main gripe here is about the paraphrasing, which may not have been what was originally meant by "dialog layout", but it's come up here a lot, so here goes.)
When I first started playing DAII, I was really thrown by the paraphrases. Many of them simply did not line up at all with what I expected my character to say. So I started sticking to only the blue options because that felt safe; I may not like what Hawke says, but at least she'll be nice about it!
But then there were the swirly arrow options. These seemed to come up whenever Hawke actually had to make a choice about something, but even still, I had not idea what she would actually say. If I wanted to side, for example, with the mages on an issue, I couldn't be guaranteed that Hawke wouldn't say something like, "I think all mages are awesome!" even when my character did not feel that way. I tried to roleplay it, but about half the time I was disappointed. (As a side note, I still have no idea what the swirly arrow option means. The manual just says "Hawke is choosing one of multiple exclusive options", which isn't very informative. They never seemed particularly exclusive like the star options.)
I gradually became more and more frustrated with the dialog system to the point where it felt more like a chore than the combat did, which is not a good thing for an RPG, in my opinion. The most exciting parts of conversation became the investigate options because at least then I could learn some nifty background information! (This is not sarcasm; I like background information.) When a conversation wasn't going the way I wanted to, I just tried to find the fastest way to end it so I could get back to the killing, which is not my usual method of play. Some others have said they would reload the game in this instance; I was just too disinterested in Hawke at that point to care.
But then I discovered the joy of mental gymnastics, and the game became sort of fun again. Whenever Hawke would say something weird that I didn't intend, I would create the most elaborate scenario I could in my mind that would justify her saying that. It was the only way I could rationalize her behavior with the character I had been (trying) to roleplay the entire game, and it made conversations more interesting. Without getting into details, the woman who started the game as a kindhearted, occasionally cheeky rogue turned into a depressed, pathological liar with abandonment issues who desperately craved the approval of the few friends she had left. (What a fun character arc! That was sarcastic.) I ended up actually being disappointed that we didn't have the option to sacrifice Hawke like we did the Warden because I felt that would be more in line with what the character had become, not through my roleplaying but through my mental gymnastics.
Lengthy personal narrative aside, I find it interesting that some people do this kind of mental gymnastics for NPCs. I've never felt the need to personally, preferring to attribute any NPC weirdness to their own mental issues, but that certainly doesn't mean that it doesn't happen for others. I completely agree that games are fundamentally limited in the number of options a player has, whether using a list, wheel, whatever. What bothers me about the paraphrases that accompained the introduction of the wheel is that I was forced to do these intense mental gymnastics for
my own character, whom I created (partly, at least). I don't like the voice, tones, and icons, but I can accept them. I don't like the wheel, but if people think it looks cool, I can accept that, too. The one thing I absolutely
hate is the paraphrasing. If we can't get our full lines back, than the paraphrases need to be
drastically improved. While I would love for things to return to the way they were in DA:O, I know that's not going to happen. I just want some of the better elements of DA:O to make a return in the new system.
(Wow, I put waaaaay too much thought into that.. Sorry for the length, folks!)