I never really found that to be true. Conversations in DA took a very similar arc to conversations in DA2. The same types of responses were present, the only real difference was that you didn't have to guess which lines would end the conversation and which wouldn't, and you didn't have to keep repeating the same response to get back to the questions you wanted to ask (as opposed to flipping back and forth between dialogue wheels). Otherwise it was the same: Good Guy response, Funny/Neutral Response, A-Hole Response, and questions # 1 and 2 (which may or may not have a follow up).Wozearly wrote...
One of the key reasons for requesting this is that voice acting tends to lead to more linear conversational paths.
TBH I had the exact same problem with the unspoken dialogue in DAO. Sure I didn't have to listen to my character say the line "wrong", but how it was said becomes plainly obvious by the response of the character you're talking to. Sometimes the people who write the text responses word them in such a way that their intention is ambiguous (even if they don't think it is). I haven't found the "wait that's not what I meant!" factor any higher with voiced protagonists.Wozearly wrote...
Admittedly, another is that people get gripey when it feels they have to second guess how their character is going to say something in addition to wondering what the effect is going to be on the person they're saying it to





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