Icesong wrote...
Or you don't apologize, you don't have a conversation, and no one cares for long.
This is well-known from everyday life.
Or you do, and you do care. This is also well-known from everyday life. It's almost like people react differently. But that would be
absurd! Obviously social interactions only work one way.
If I decide a character of mine was misunderstood once it's not as if
I've doomed them to being misunderstood forever.
You've doomed them to being misunderstood in that situation. And if I don't want to do that? That's the problem with the gameplay system.
And if they were
misunderstood it was most likely by an NPC I'll never have a
conversation with again.
You'll never have a conversation with Morrigain or Alistair after Flemeth's hut?
Xewaka wrote...
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.
It's the opposite point I'm making: since I'm not able to correct for misunderstandings, the non-explicit tone forces me to reload constantly to understand
what the intention of the dialogue is. I don't see how my being forced to reload interactions is somehow less onerous a burden that your being force to reload interactions.
So say it's flexible - I say it's ambiguos and hampers my ability to RP. Rather than use value-laden terms, maybe we should just talk about the features?
SpunkyMonkey wrote...
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.
I don't see why your view of what "reflects real life" has any more weight behind it than my view of "what reflects real life".
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)
Why should your preference for writing fan-fiction be determinative? You say it "allows the player freedom". I say it forces the player to either invent content or to reload.
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 Bioware sent you a pen and paper instead of a game, you would have a lot more "freedom", but that doesn't have any value. Using a loaded word like "freedom" just colours the point you're try to make.
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.
I don't think novels allow people to invent how lines are being said. In fact, fantasy novels have very specific things like "Joe said such and such angrily"
.
Like you both say, I was just saying one of the reasons why I play and what I enjoy about RPGs
The reason being that you don't just want to "kill things", right? Because that's the only way it could be - either there's no tone indicator, or the game is just about killing things?
That's the part I'm taking issue with. Do you think DA2 is designed for gamers who "just wanted to kill things" because it has PC VO and the tone indicators?
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.
When he says: "Which to me is the whole point of an RPG -
if I just wanted to kill things I'd buy a COD."
That's where I take an issue. I don't mind if he wants to say that the point of RPGs to him is to RP in whatever way he wants. But when you start saying that the only alternative to his views about RPGs is killing things, that's categorical language, which is just another way to talk down about other's preferences.
Modifié par In Exile, 11 janvier 2013 - 04:32 .