Veex wrote...
Sylvius the Mad wrote...
Because the voice-over fixes the tone of each line, DA2's wheel gave us 5 options at a time. Because DAO's silent lines did not have fixed tone, the list gave us a number of options equal to the number of available pre-written lines multiplied by the number of different ways you could imagine your character saying them.
How you imagine your character saying a line has no bearing on how the NPC you're speaking with reacts. The tone is just as fixed in DA:O as it is in DA2, one is just transparent. Just because you imagine your Warden saying a line to Oghren aggressively or sarcastically doesn't change the response Oghren will give you. The tone of the Warden is fixed and NPCs react accordingly, as that is how the writers... er... wrote it.
True enough, but what matters to me
is not how the NPC reacts to the PC but how our PC reacts to the world around him/her.
The list doesn't state the writers intent for a line, allowing us to decide which it is therefore allowing us to decide WHO our PC is:
- his/her motivations to do some "quest"
- his/her motivations to say something to a character, carefully
choosing the wording.- his/her reactions to a NPC dialogue
- his/her reactions to the things that happen around him/her.
By stating before hand the intent and lumping it with personality Bioware is telling us WHO our PC is, his/her motivations and reactions to the world.
Sure as hell Bioware's "vision" is the only one scripted, and sure as hell the writers have a very clear image of what they intent when writing the dialogue, but we ( the players ) were unaware of it and that allowed us to add our little something to Bioware's "vision".
Now Bioware's vision is the one and only.
GithCheater wrote...
I think dialog affecting the plot can be appropriate to open up different options:
An aggressive response might get an NPC to spill the beans, but a diplomatic or sarcastic response might have no effect on the NPC.
A sarcastic response might get an NPC to let his/her guard down, whereas a diplomatic or aggressive response might have no effect on the NPC.
A diplomatic response might get an NPC to cooperate, but agressive or sarcastic response might insult the NPC.
I can also imagine a PC and a companion playing good cop / bad cop to attempt to get information from an NPC.
This is not a direct response to your post but...
One thing I really disliked about DA2 is that they removed non combat skills like Persuade/Intimidate. Now they are tied to "personality/tone".
This makes me realize something:
In DAO we had a dialogue line with a tag indicating [Persuade] / [Intimidate] among others that would fit the "Good, Sarcastic, Agressive".
If you choose the [Persuade] option the outcome will depend on your "Diplomacy" skill so you may fail the check.
In ME we had the wheel with 5 options:
- To the right: Paragon, Neutral, Renegade.
- To the left: Persuade-Paragon, Intimidate-Renegade
If you didn't had enough renegade-points the Intimidate-Renegade option is not selectable. Like-wise with Persuade-Paragon.
You are being forced to use other dialogue option, there is no check AFTER the selection but before.
In DA2 we had the wheel with 3/4 options:
- Diplomatic-Persuade, Sarcastic-?, Aggresive-Intimidate
- Companion intervention.
As far as I remember the companion intervention was a sure win, I'm not sure about the others neither do I know if there's a check of some sort.
What I'm seeing now is that we are getting less "selectable options" so we are being railroaded in our PC responses, and we know before-hand if we will succeed or not.
That takes away the fun for me...

Edit: I totally forgot what this topic was really about!!
I don't really see why or how tone should have any effect on the plot. I think it would make much more sense if our actions did.
I could choose a diplomatic option to help a certain NPC whose business isn't going well but I can help him in various ways:
- Eliminate the competence.
- Intimidate the competence to leave or to rise their prices.
- Find the NPC an aprentice to help out
- Ensure the NPC a cheaper source of raw materials: either by threathening the sellers or making the roads more secure by killing some monsters in the area
-etc
Not all options need a new dialogue ( specially first ) so I think what should really be important is your actions.
The most important thing of all is the game allowing us a wide enough array of options to choose from, though.
Modifié par abnocte, 18 octobre 2012 - 01:00 .