arcelonious wrote...
Except that you're assuming that everyone already has that meta-game knowledge about who is and isn't romanceable,and that's just silly. I had no idea that Aveline wasn't a romance option (I intentionally stayed away from the forums in order to avoid spoiler information like available romances).
Yes, but you are missing the angle of what I am saying.
Morrigan is romanceable in DA:O. But if you used the equivalent of the heart icon for her dialogue, it would have failed. The same goes for diplomatic dialogue with Sten, as he would react to it as just prattle (although he wouldn't react well to Snarky or Aggressive tones, either - another limitation of the wheel's tones is that it pigeon holes everything into these three tones, which ignores the entire spectrum of human emotion).
Point is - if a romance is possible with a character? The heart icon can get you there. You don't lose anything by choosing the heart icon whenever possible. Just spam the heart icon until you get a sex scene, that's what the wheel, essentially, has us do. This character can't be romanced? Darn, I'll just have to heart icon the next person. Again, not being able to romance everyone who has a heart icon does not mean that it still isn't an auto-win option. Its just that with certain characters, winning isn't an option. It doesn't mean that by choosing the heart icon, you could ever LOSE the romance. Even though that's totally how it works in real life (if you get all sappy and emotional too early or with the wrong person, it can turn them off faster than a light switch).
Nrieh wrote...
And also, It's a game, game is a model. I may ask as well "How often IRL do you measure yor stats in numbers, and what your cunning and charisma are?"
Your problem is not wheel or icons, your problem is that (quite often) intention=outcome. But you see - either this or hated so very much by some part of players rolls and checks. Would you really like to get a game where romance depends on cunnig check (or worse - RNG roll)? That'd be so very much realistic, you know...8E
A) Video games are, the long and short of it, number crunching programs. If/then statements launched in sequence based on derivative variables. Many people in real life, including philosophers, physicists, micro-biologists, neurologists and cosmologists, believe this to be an actual representation, to some degree, of how the universe works. If you can see all of the numbers and values in a system, you can predict it to an alarming degree of accuracy.

Aside from all of that... I'm not asking that a Heart icon roll a Cunning attribute check - that's not what happens in DA:O. I'm asking for a line of dialogue, completely unfettered with pre-knowledge of what the user interface tells me. Is the dialogue one of three options on the right hand side? Then I know it will move the conversation forward, with cute, color-coded icons to show me the results.
The wheel allows for no ambiguity. Your friend could come up to you and say "Did you hear your ex just got engaged?"
You could have the response "Oh, wow. I am happy for them." This could be said in a myriad of different ways. And it could convey tone you didn't (intentionally) mean to convey.
Your friend could say "Wow... I'm impressed by how mature you are handling that." or "Hmmm... do I hear a hint of jealousy in there?" or "I'm sorry, you are bummed out, let's go grab a drink." or "Ha! I know! What a bush whacker. Forget them, they aren't worth your time."
I could say the first line, in real life, and have any of the above responses from a friend. I might intend to sound nice, but a hint of jealousy or sarcasm might leak through that my friend may (or may not) pick up on.
Point being, very, VERY rarely do people sit down and think of their TONE during a conversation. If you are trying to phrase your words to be as nice and clear as possible, but you are frustrated because you've tried explaining something for the past forty minutes, then your tone can be more aggressive and angry than you had intended. You focused on the words, but how the person reacted based on your inteneded or unintended tone is outside of your control. That's how communication works the majority of the time - you don't focus on intent or emotion, you focus on words. Your emotion just comes through naturally. And there can be misinterpretations of that conveyed emotion, even with the same words.
With that mindset, I was able to explain every possible surprise in DA:O's system, as the above scenarios happen to me in real life all of the time. With DA2's system, I can't choose the words that are said, but I can choose paraphrases. However, the paraphrases are also telegraphed to me with information about exactly how my character will be emphasizing the line. Which, instead of being helpful, is actually hurtful to the experience of being in a conversation.
And seeing full lines?.. I'm playing on a 15' laptop, not on a console attached to a few meters wide plasma panel.
Dialog lines are too small, period. I have 20/20 vision, a 42" tv and played both DA:O and DA2 on a console - its not friendly AT ALL to reading. There is a whole separate thread discussing this on the forum. I feel your pain, but I would not blame the dialogue list, as it is a problem for PC and console players, alike.
Modifié par Fast Jimmy, 03 octobre 2012 - 06:25 .