Xewaka wrote...
In Exile wrote...
SpunkyMonkey wrote...
Yes, but that's the NPC's reaction. You make allowances for their mis-interpritation of your intention as you would in real life. You could tell a girl at work to pick up a pen and she might react nicely or nastily to that depending on her interpritation of how you said that - but either way you can't control her reaction.
Yes, and then you apologize, and you have a conversation about it. As a result of that interaction both of you learn more about your own social cues and demeanor, and future interactions are scaled differently - she (and you) would then now each other's manners better and better align your conversation.
Until you're able to do this as well (takeback and explanation) with a dialogue wheel pick, using it to dismiss the flexibility of non-explicit tone it is not a valid counter-argument.
This^
In Exile - I think you've totally missed the context in which I've made my point. Go back to my very first post in this thread and you will see that I've said "The dialogue wheel itself isn't the problem, it is how it's implemented".
As Xewaka so finely points out it's implementation is not of the level yet which allows us to converse as we would in real life. therefore the best we can hope for currently is a system which reflects real life, but is practical enough to be implemented in a game.
The dialogue tree and non-voiced protagonist system allows the player freedom of imagination to compenstate for any "gaps" in conversation (examples which I've outlined in previous posts). By trying to fill these "gaps" by labeling and bracketing them it just kills that freedom, can cause conflicting messages and creates an issue. If done 100% to it's full potential then we'd be OK, but currently it is way off that and unfortunately to get there it would require loads more dialogue, money and time too.
Also, In general I believe RPG's much like fantasy novels should, IMO, allow the participant freedom to manouver mentaly and create a bit of the experience themselves. It's a great trick which has been used over centuries and makes adventures more personal for people. It doersn't always have to be the case, but I personally really enjoy it when it is.
Cstaf wrote...
Stop being such a drama queen. He is stating his opinion of what the point of an RPG is, he is not claiming it to be the universal truth for everyone.
AlanC9 wrote...
The guy did specify "to me" there, yep.
Thanks chaps. Reading In Exile's response to my post I thought I'd claimed to be master of the universe or something

. Like you both say, I was just saying one of the reasons why I play and what I enjoy about RPGs
Modifié par SpunkyMonkey, 10 janvier 2013 - 10:34 .