Sylvius the Mad wrote...
There's your mistake. Why is it impossible? How could you possibly know that?
Two reasons.
The first is because you can disagregate reactions. Misunderstandings work on a continuum. The second has to do with errors on my part, with the conversation as an iterative process.
For the first reason, let's use an absurd example:
Me: The weather is temperate.
Person X: Dear god, the Xorblaxians are invading!?

We're all going to die!

This reaction is insane. Even you would agree - there is no rational way to construct my statement as meaning anything like what Person X took it to be without postulating an alternative grammar.
So far, so good. The issue is that there are social conventions and character traits that make certain rections expected. The best in-game example of this an exchange between Morrigain and the Warden.
The context is Morrigain's familiarity with social convention. She talks about touching that humans engage in, and how she finds it baffling. The Warden may say something to the effect of, "did all the bad touching bother you?" Morrigain responds, playfully, with a phrase something like "At least with
that sort of touching, I could divine the intent" (that's not the correct line, because in her actual line in DA:O she makes an overt refernce to sex).
So the issue turns on "bad touching". There is a tremendous amount of social convention that governs flirting and sexual humour - so in this case, if that's what the
player was going for, there would be lots of cues there. That's how information gets conveyed.
Put another way, there's a lot of information to draw a reasonable inference about whether you
were being misleading (so that the error is yours) or that the other person misunderstood (so the error is theirs). These are two entirely different avenues of clarification.
But let's move to the second reason - because that address what you think your point is.
the mistake here is in assuming that any unexpected reaction is the result of a misunderstanding. Perhaps the NPC understood you fine, but still (for some reason unknown to you, because you can't read the NPC's mind) reacted in an unexpected way.
That doesn't matter.
Because I can press the point. If, to return to my example, the following happens:
Me: The weather is temperate.
Person X: Dear god, the Xorblaxians are invading!? [smilie]http://social.bioware.com/images/forum/emoticons/surprised.png[/smilie] We're all going to die! [smilie]http://social.bioware.com/images/forum/emoticons/crying.png[/smilie]
I can
ask for clarification. I can press the point. I can repeat the social interaction until I get the outcome I desire, or the conversation breaks down entirely. That's the possibility you're dismissing out of hand, and that's why you don't understand the gameplay approach.
What I dismiss out of hand is the passivity - that I am
forced to both be misunderstood
and to allow the misunderstanding to, well, stand.
I'm not dismissing the possibility that the NPC is insane; what
you're dismissing is the possibility that I would not react to (what from my POV is) the entirely abnormal reaction of the NPC, since I can assume for my PC's sake that I delivered the information within the bounds of all normal social cues and conventions.
That's a limitation of the medium you generally appear willing to accept. You don't get to say all of the things you want to say.
What makes you think I accept that? I've never given any indication I do this. I've constantly asked for the game to make it very clear, broadly speaking, what possible views are available to a character from the start of the game.
Acceptance of this is a big part of your entire gameplay approach (where you let the game tell you what you say or mean, rather than deciding it yourself).
No. My approach is about objectivity - I don't presume I
dictate to the game. But the game has to provide me with information. And feedback.