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.
And I've stated this dozens of time, but I have no idea how a response could ever be incongruous. As such, losing the ability to say the line however I choose carries no benefit whatsoever.
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.
This is the most fundamental difference I've found between how people play the games. Some people seem to, in real time, formulate responses they would like to make. Those people then need to take that desired response and compare it to the pre-written options to find the one that fits the best.
Other people, however, do not formulate a response in real time. Instead, they keep track of the PC's internal reaction to what's happening. Then, when the opportunity to respond does arise, it's simply a matter of determining which of the available replies are consistent with the PC's current mental state.
The second approach, which I use, typically results in at least one of the available responses (particularly if I'm able to determine the tone entirely by myself) being a perfect fit, and sometimes more than one response is appropriate. It's not a matter of finding the response that matches what I want to say. It's a matter of finding which response isn't character-breaking, as there generally isn't anything I particularly need to say.
Honestly, if we could have the option to say nothing at all some of the time, and just let NPCs keep talking, that would be a nice new feature.