HolyAvenger wrote...
Wulfram wrote...
Could there be an occasion when picking "heart" actually screwed up the romance? Or at least caused complications? Or would that be too tricky?
I think they could easily do something along these lines.
Sleeping with Jack and Aerie at the earliest opportunity screwed up those romances, for example.
Morrigan in DA:O asks you how you feel about love. The correct response to move the romance forward is to say that love is not real, merely a feeling that gets in the way. To say that you believe in love causes her to disapprove.
So, in a case like that, would you choose the heart icon to continue the romance, or would you choose the heart-break icon?
Later, after Morrigan is in love with you, she begs you to break up with her, to spare her these feelings of dependency. You can let her go, saying you love her too much to see her suffer. Or you can say you won't let her go, that you love her too much to throw it away.
Which of THOSE options would be the heart icon? Which would be the broken heart? If, after all, we are simply talking intent. Is your intent to say you love Morrigan... so you will break up with her? That's a heart AND a broken heart. It is a litle too tricky to nail down easily.
That's my hesitancy with the icons. If you can't look at what your character is saying and, in its stead, you have have an icon that can only convey one concept, not the myriad of concepts/intents/levels that one line can cover, then you make it difficult to use.
Part of a testing plan I would suggest for the DA team when it comes to the dialogue wheel is to have the person testing think of a detailed, but not "cookie-cutter" personaltiy/character to roleplay. If the dialogue system let's them play that type of character without confusion, dialogue mis-steps or immersion-breaking character statements, then it is a good system. If you have five or six players able to play five or six equally different character types and none of them step on the toes of the player once without the player needing to reload or being told the "right" option to pick to stay in character outside of the documentation/game prompts, then you have a good system.
I'd suggest Han Solo as one character to test.