[quote]In Exile wrote...
[quote]Weskerr wrote...
I guess it's a stupid question if you want to dumb down the game. Who wants to think about what tone a particular piece of dialogue will communicate when the game can tell you, right? While we're at it, why not include an icon next to every piece of dialogue that will tell you beforehand, just like the tone icons, how an NPC will react to it? [/quote]
This isn't about dumbing down the game! This is about providing important information to the player. Do you think making the paraphrases clear dumbs down the game because the player isn't left guessing what the hell the paraphrase might actually have your character say? [/quote]
Yes, I do. The icons oversimplify the whole process of player engagement with the dialogue. You say "guessing" while I say "careful consideration." Determing how the PC will deliver a line of dialogue is not a guess in the dark. There are things called context, implication, insinuation, intent, and so on that help you determine how the PC would probably say a line. If there is ever a time in the game where a paraphrase is chosen in which the player expects the PC to say something in one way, but says it in another, unexpected way, that is the fault of the writer not writing the paraphrase well, the voice actor not delivering the line as the writer wanted, or the player misunderstanding the intent of the writer.
[quote]In Exile wrote...
Because that's the argument that you're making. And it's stupid. [/quote]
The argument I'm making is the icons take it too far. In their attempt to make it simpler for players to know the tone in which a piece of dialogue is said, they oversimplify it. "Make things as simple as possible, but not simpler."
[quote]In Exile wrote...
[quote]Again, bother to read my points. I never take issue with paraphrasing. [/quote]
Bother to read mine. Because your argument as to why the tone icons dumb down the game is an argument for making the paraphrase misleading, so the player can "think" about what the PC will say.[/quote]
For making the paraphrasing misleading? No. Making it better worded, perhaps. Or having the voice actor say it in a way that accurately reflects the paraphrasing.
[quote]In Exile wrote...
[quote]Granted, choosing a piece of dialogue soley based on the tone icon will not always work out in your favor.. The problem is that many times it does. Meryll, for example, usually responds well to sarcastic and diplomatic dialogue choices. Rarely, if ever, does she respond well to aggressive ones. [/quote]
Merril responds well to diplomatic choices, sometimes. She responds well to humour, sometimes. But not always. Humour dialogue can get rivarly. You have to think about it. [/quote]
When does choosing an aggressive option ever yield friendship points with her?
[quote]In Exile wrote...
[quote]Aveline is indeed an example in which the player cannot rely on the tone icons alone. These examples are few and far between, however.[/quote]
And they disprove your BS point. Whether or not the tones always lead to the right result has nothing to do with the fact that they have crucial information for the player. [/quote]
Because there is one exception does not mean my argument is BS.
[quote]In Exile wrote...
[quote]Weskerr wrote...
I'm glad you cited a specific set of dialogue choices from DA:A. Notice
how all the dialogue choices are laid out in no particular order. There
is no top right, middle, or bottom right, so you have no idea how the
Warden would deliver any of the lines - that is, until you start thinking about it. See how the dialogue wheel would cut that thinking part out?[/quote]
There's absolutely no need to think about it. Again, what the hell sort of thinking do you need to do between:
"Miss your little kitty, do you?"
"You had a cat?"
More importantly, Bioware often used that format to hide which questions were investigate questions from you. Are you going to tell me that randomly having the conversation advance is "intelligent", and it requires the player to think about what questions the designers gated to advance the conversation?
[quote]Of course, there are no tone icons either. So far so good. The player
needs to read each line and think about how the line might be delivered
to Anders, and how Anders would react.[/quote]
What the hell? No. Unless the player has a serious mental deficiency, it requires very little thought to figure out how Anders would react. It's a conversation about a cat.
If you need to take the time to think about how Anders will react to a cat, woe be to you when you encounter the dangers of an untied shoelace. [/quote]
What the conversation is about is irrelvant. What's important to getting a succesful response from Anders is knowing Anders himself. "What's Ander's personality type?" and "How important is this cat to him?" are questions a player needs to ask himself.
[quote]In Exile wrote...
[quote]You've designated the effect each line would have if picked. As you
know, the player has no knowledge of this. He or she still has to
carefully consider which dialogue option to choose. However, put in the
dialogue wheel with the tone icons and careful consideration can take a
back seat. Now say hello dumbed down dialogue system.[/quote]
It's a conversation about a cat. What is there to think about?
[/quote]
As I said, the subject matter (a cat) is not relevant in this case. What's relevant is how important the cat was to him.