Weskerr wrote...
We're going in circles here. Of course players can use as much effort as they like when trying to understand dialogue choices. I am not disputing that; doing so would be absurd. What I am saying is that the dialogue wheel, in its structure and use of symbols to convey the tone of a dialogue choice before it's even selected, has created a dialogue system in which the player can make dialogue choices without having to consider questions like "how will the PC deliver this line?," "What is the PC actually saying?," "How will the NPC react?," and so on. In games like DA:O or The Witcher 2 in which there is no dialogue wheel, the player must ask himself these questions.
The paraphrase system obfuscates what the PC will actually say, but that has nothing to do with the tone icons.
"How will the NPC react" is not covered by the tone icons, or paraphrase, or dialogue wheel. The best evidence of this is all the times in DA2
nobody laughs at Hawke's ill-timed attempts at humor.
"How will the PC deliver this line" is relevant when you are given several options to choose from. The Witcher 2 does not consistently provide for this (It is more concerned with choosing Whats than Hows), and headcanons and imaginations aside, neither does DA:O. On the other hand,
a game that asks you to be concerned exclusively with tone in the manner you are saying DA2 does is Alpha Protocol. And that game's approach is pretty significantly different, namely it doesn't even tell you
what you'll be saying, only how your PC will express himself.
Weskerr wrote...
But I've said twice I think that, even if I try to ignore the tone icons or that the option I'm choosing is on the top right, it's impossible. My expectations of what the PC will say and how he'll say it will be influenced by these two things despite my best efforts to ignore them. If you are saying you can ignore them completely, I don't believe you. Or at least I don't think you're aware that they are influencing you.
I'm saying I use them as information and nothing more. If I feel it is important for my character to react with anger, I will consider the Direct option more strongly.
If you find yourself burdened by the icons in this manner, it is a problem of your own making. I do not
ignore the tone icons, I consider them information. They are not a guide, they're descriptive.
Weskerr wrote...
So any criticism one makes must be backed up by a comprehensive study? Personal experience is in no way a valid basis for one's criticism of something? Absurd. I suppose one's personal experience getting burned after touching the surface of a hot stove is not valid. You need to do a comprehensive study that proves that touching the surface of a hot stove burns you or it's all "completely in your head!"
No, I'm saying that if you're going to respond effectively to my counter-argument that your perception of the dialogue wheel is one of your own making, and a flawed one at that, there ought to be more behind your response than "this is how it felt to me." Especially since, in saying it is in your head, I am acknowledging precisely this.
It is possible for your perception to be flawed. It is possible to correct that perception. It is even possible, even desirable, for BioWare to investigate ways to make sure nobody makes similar mistakes. But it is a mistake, and it is a misinterpretation of the system.
Modifié par Upsettingshorts, 07 janvier 2013 - 12:28 .