Jzadek72 wrote...
I'm not asking for Origin's complexity
Origins wasn't complex at all. In fact it had basically the same 3 types of responses.
You almost always had the 1. "Nice guy" response, 2. "Neutral / funny" response, and 3. "Mean / callous" response, plus sometimes anywhere from 1-3 question responses.
The only difference was that you had to read it instead of hear it, and with the dialogue wheel they moved the couple "question" responses to a separate place so that it would be less ambiguous which responses would end the conversation. But the actual number and type of interactions in Origins were NOT any more numerous or complex.
Jzadek72 wrote...
but it still shouldn't prevent me from playing a character who is my character. Please, let us pick our dialogue
What do you mean by "pick our dialogue"?
There is no such game as the one that lets you choose whatever dialogue you want. Origins certainly didn't do it.
Maybe in Origins you could imagine the tone of voice you want to think you're speaking in, but even that doesn't really work because it is limited by the way the other character responds. For instance, I would sometimes choose a response that I thought was friendly or neutral, and the other person would be offended. This makes the dialogue I
imagined my character having suddenly not fit at all with what is going on on-screen, and it only makes sense if I re-interpret what the words I clicked on may have meant. Having an UNvoiced protagonist does not suddenly open every possible dialogue option you can imagine, it only makes the protagonist a less forceful character.
Look, I understand the desire to be able to shape your character in whatever way you want, but if you are really okay with simply imagining all your interactions, go pick up a pen-and-paper game. That's what I do. Video games are simply not a medium that will ever provide infinite possibilities (at least not until we invent a decent AI or VI).
Perhaps part of what you want can be addressed if the writers are careful not to ascribe particular motivations to your character in the dialogue (I didn't really notice this happening TBH), but this is not a problem with the voiced protagonist or even the dialogue wheel. Even when you have no voice, and even when they type out every word in each response, the words can be ambiguous and the other voices betray your imagination. These limitless possibilities just don't exist.
Modifié par Pauravi, 23 octobre 2012 - 04:34 .