In Exile wrote...
Nighteye2 wrote...
Ideally, if the paraphrase is perfectly drafted, it shouldn't matter. In reality, though, that is seldom the case.
We can debate that, like I said. I don't believe the discrepancy is as big as you make it.
It may not always be big, but it's always there.
It does, because with the paraphrase you already need all the available character space for the paraphrase itself, with no room left to include actions.
That's not true - paraphrases vary a lot in length. And DA:O could just use more icons - the attack icon is quite clearly there when you have the option.They could do the same with a punch icon. Problem? Solved.
And you offer a solution that applies here equally: alter the wheel so that there is more space.
If the wheel included full text instead of paraphrases, I'd have no problems with the wheel - other than the inconvenience for those situations where you have many choices.
And just icons is not enough - you still have to guess at what exactly is meant by those icons, meaning you frequently get surprised by your own PC's actions.
The character limit is programmed, and as such can be changed.
DA:O's was hardwired so that it ran a single line, on a variety of resolutions. If you make this argument, then the same applies to the wheel: the programmers could just increase the number of characters.
And while they are independant, at least with full text you have enough characters available to include a description of the action (provided you programmed the character limit high enough)
That's, again, false. The same can be done with the wheel, in two ways: more characters to show the action or icons.
Yes, except that the size gets quite big if you combine the wheel with full-text options - which is one of the reasons why they went with paraphrases. They don't want the dialogue wheel to take up 2/3th of the screen.