Nrieh wrote...
Morrigan disapproves of you saying you love her. Its not a stat roll, or a number crunch. She does not like it.
Put the Morrigan romance into a dialogue wheel. Show me how that would work with DA2.
Same as it worked for DAO, same as it worked for Aveline's "fake" romance options. You intend to say you love her, you pick that line, you get... -20 rival (or whatever - affection loss).
What's your problem here? Where did you get it from that it's ICON that makes you have "I Win" and lack of icon that brings variety of reaction?!
I'm a non-native speaker, so - yeah, I sometimes may have some issues with both expressing and understanding things. But how can it be NOT obvious, that your mentioned problem is not about max lenght of dialogue string and screen size, it's about WRITING. Writers - you know, they write things. System limits their options in numbers (like 6 PC lines per dialogue), but it does not prevent them from any kind of variety in responses!
My issue is simple - the wheel assumes that the way the writers intended the line is how it is going to be delivered. It is a combination of the voiced character and the wheel, in fact.
The combined interface assumes my tone for a statement... even if the tone I want to use (say, diplomatic) doesn't match up at all with the words that come out, or if the words I would use are tied to a tone I would not want (Wulframs above quote of Morrigan labeled as Sarcastic I always viewed as more sheepish). I know the writers will write a response to the statement, regardless, but advertising a line as Romantic, or Sarcastic, or Aggressive advertises to me how the NPC will receive that line (and how my voiced character will say it).
Its a question of limited freedom. If I'm playing a character who is genuinely a nice guy, I'll say nice things and maybe occassionally slip in a joke. With the wheel, I know exactly where the nice guy response is (top right) and I will know that a joke I make will be the sarcastic option. This doesn't let me read the options and accidentally say what I think is a funny line and have the NPC take it as mean. It doesn't allow me to say something romantic and have the NPC think it is funny.
The wheel conveys intent without words, when I contest the 99% of what humans think about when they communicate is done by choosing their words. Body language, nuance, inflection, tone... these are all things that are used heavily in communication (oftentimes more is said with this than words)... BUT when people are talking, they don't think of these. An angry person will not think "I need to raise my voice and say things more forcefully" they will think "I'm going to tell this person off! His argument is totally flawed due to points A, B and C."
Also, in your example, there is no affection in DA2, so that's something I'd like to see in DA3. As I said in another thread, you could have rivalmanced Allistair in DA:O if you agreed with everything Morrigan said, killed his foster family, made fun of him for being a virigin, berated him for mourning his mentor's death and done everything morally and ethically that he is against. That does not make sense. And the wheel, correspondingly, does not make sense. It leaves no room to fail, which means there it only makes sense to pick the obvious choices, time and again. Want to do a sarcastic character? Just pick the middle option every time. Want to romance Fenris? Just say nice things and pick the Heart every time.
The entire experience is reduced to knowing exactly what to pick almost every single conversation. That's not at all how DA:O played. Their conversations were landmines in many cases - and that's a good thing. Communicating with people can be treacherous sometimes - as seen in this thread right here! People can intend to be antagonistic, or they can intend to be informative, but regardless their words are interepretted in ways they may or may not have intended. That's the beauty of the human experience.
Modifié par Fast Jimmy, 03 octobre 2012 - 08:25 .