Fast Jimmy wrote...
I agree there could have been more reactivity, but moments where it did shine through were big for me, personally. You being able to tell King Cailain about your brutality, or saying you don't bow to a shem/surfacer king (if you are a Dalish or Dwarven commoner) brought some cool echoes.
Okay, telling Cailan I murdered an arl for raping my friend is a highpoint, but it also bothers me because Cailan doesn't really even try to do anything about someone who just admitted to murdering an arl. I mean, yes, right of conscription, but still.
Zevran, Wynne and Leliana asking about being an elf, even for just one line, and letting me respond was huge.
Whereas, for me, it wasn't. Because having played a HN, it drew out just how you're not at all treated differently. It made me feel like there was a huge contrast between the story and the party - kind of how in DA2 no one seems to really care you're a mage. It just bugged me tremendously.
It was like Velana's lines in DA:A - where half the time she seems to think you're a human instead of an elf.
On the other hand, I simply choose "Diplomatic option" for Hawke and he can express religious statements. I can express "agreesive option" and have him say "Shut up with your stalling! Answer my question already!" when I was the one who just pressed for more Investigate dialogue.
I guess I never felt that - but (although the type of sarcasm wasn't) - the troll Hawke options were so close to my natural personality 80% of the time, that I never had a problem.
Maybe DA2 did give me enough chances to express my own feelings... but I never got to choose what feelings were said. So those instances solidified Hawke's character... they didn't let me choose my own. If that makes any sense.
DA2 let me dodge with humour, and try and be heroic when it was convenient, and otherwise ignore people's problems and go about my own business. It felt the closest a game's ever gotten to my natural personality.
I've always played the devil's advocate and stated NPCs don't always react how we intend them to with our voice, but I can definitely understand this concern.
Don't get me wrong - it makes no sense for an NPC to always react to your tone. But there's an issue here: we can't correct a misunderstanding in game.
If I say make a joke and it offends someone, IRL, I can apologize. I can try to correct the misunderstanding. But this is impossible in a video-game (right now). So the way to militate against the articiaility of that is to allow our tone to be telegraphed. So that there isn't this break.
I think a tone selector in DA:O would have helped just as much, even without a voiced PC, but your choices shouldn't be inherently tied to tone. I want to be able to refuse a quest in a diplomatic way, or attempt to bribe someone without making a joke of it, or tell someone I will rip them limb from limb with a calm, soothing, logical voice to make it all the more chilling.
I agree. But I think DA2 tried to do this - you'll notice their non-tone choice well exists (but the response is tied to tone).
The design process of DA2 allowed us the resources to do this with the dominant tone, so that all dialogue options were recorded with it, but it didn't allow us control of when it was used, which was a miss for me.
I agree with you here too.
Still... I still prefer choosing my dialogue than choosing my tone. Deciding WHAT is said, not how my character says it. Because I want to be nice after an NPC just died doesn't mean I want my character to offer silent prayers to the Maker. Just because I want to add humor to lighten a rough situation doesn't mean I want to make an incredibly horrifyingly inappropriate comment.
My characters are defined by words. If you take those words away, you take my character away. That's how I feel, at least.
It's funny, because in my line of work words are key, but I care much more about intent than tone. But to me the intention - the how it is said - matters much more than what is said.
The big reason here, though, is that games never capture my unique voice. Nothing in games is ever like how I would say it, or how any character I would design would say it - so I always have to be content with the tone, intent and effect.





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