Allan Schumacher wrote...
I've stated this dozens of times, but even with plain text I still find myself trying to descern what the intent of the line is, lest I pick something and get a response that I think is incongruous with how I would have delivered the line.
So in other words, it typically made choosing the lines clearer for me, with less "take me out of the game" moments.
RPGs have never provided me with exactly the line that I would like to say (especially the way I'd like to say it). I'm always trying to discern which response best works for the message that I want to convey. It's probably in large part why I like Alpha Protocol so much as well.
I rather enjoy it when an NPC responds in an unexpected way, as though there may have been some misunderstanding or miscommunication. I think that is a more realistic model of human communication than this business of selecting how they will respond.
Even so, it's much easier / cheaper to provide a wider variety of simple (non-voiced) text lines. With DA2's dialogue system, all of the responses were fitted into one of the standard personality models (all of which made Hawke into a very chatty oversharer by my tastes)
There were many times when Hawke expanded on the response I thought I had chosen, and offered additional infomation that essentially broke my character and / or was in direct conflict with my motives for the choice made.
The whole process tended to confuse actual response with some hybrid of tone / personality. There were times when I might have wanted to, for example, say no in a simple diplomatic yet firm way, but the options offered were to say no aggressively or acquiesce diplomatically.
Furthermore, I learned that dialogue choices I made at any given point in time would limit (or refine) the options available later.
The current state of this voiced-protag technology is far too primitive for me to feel that I can have a satisfying role-playing experience with any implementations available today. At best, I can direct the personality / tone of an NPC by choosing one of a few provided responses and then watching it play out per the voice actor's interpretation.