Fast Jimmy wrote...
^
But I fail to see how the Voiced Protagonist has any benefit for this.
Say, for example, these were all paraphrases for the actual statements made by your character, instead of what was actually said. And that this option had a Sarcastic icon next to it.
How would you know it wouldn't be saying your version of "we all get old, don't feel so bad" but with a snarky twist or the more literal "you aren't a chicken!" Yes, because it is snarky, you'd likely lean more towards the sillier interpretation, but I'd say the uncertainty is still there.
Similarly, the line "you probably won't be around much longer" would likely have the aggressive option... but how do I know that this won't be my Warden being a jerk... or my Warden directly threatening the life of Wynne?
I don't. Not in the least.
So I'd say the opportunity for confusion still absolutely exists in the voiced protagonist... but we also lose the degree of player agency we already had. Which is a step backward, in my estimation.
I submit that we never really had it to begin with, if responses to chosen lines can garner the same reaction as choices on the dialog wheel. I think Alan even touched on this in one of the previous threads around this topic.
It's not a limitation of voiced over silent, it's a limitation that exists because it's a game. No matter what, we're not going to always get the response we want to give, or the reaction we thought we'd get. I very much wanted to tell all the treaty races to settle their crap and get their armies together to fight the Blight. Instead, I'm forced to play nanny to Ferelden and Orzammar. Admittedly, the game would have been really boring, but my CE had absolutely no reason to care that humans would be wiped out, so why couldn't I wait until Denerim was utterly destroyed before I engaged the Archdemon?
Agency is an illusion, some of us can buy that illusion no matter how it's presented, some of us can't. I did, after all, buy it with a silent protagonist, or I wouldn't have the Achievements done, not that I did it for the achievements, but they do track what I did and didn't do in the game, and can indicate multiple playthroughs to accomplish them. However, as I inidicated previously, I'm liking the voiced protagonist better, as it makes me feel more involved in the dialog than being silent. I also indicated that I thought the paraphrases had been a bit more literal, so that some of my responses didn't come out of left field. I was not shocked that Hawke is upset about Leandra's passing, especially given how she passed. I didn't get offended by "She's with the Maker" when asked about it in the bedroom after the fact, as it was almost the same line Aveline used, just missing the "or she's not". It's not the earth shattering event that some like to believe it is.
So this is what I want from the next persuasion system: Engross me in the story, and make my choices when dealing with the companions/relevant or irrelevant NPCs matter. It may mean that there has to be two scales, the one from 2, and the one from Origins. I can, for example, side with the Mages w/out believing that they need to be autonomous, or side with Chantry w/out believing that all circles need to be annulled. If a proposed companion believes that siding with the Chantry is right, but that all the Circles should be annulled, then I should have both positive and negative points with that companion, on separate scales. I believe in their position, but not their methodology, and this should be reflected. However, as someone that has actually coded, I understand how hard that's going to be to implement, so I'd settle for the 2 system with some revisions to the Rivalmance options, where applicable. If I'm constantly calling potential romance companion down on methodology, while supporting their overall position, then it should have some consequences, such as; sorry, but we can only be friends, since you don't think I'm right about what has to happen, or something... Still on my first cup of coffee, so my brain's not fully functional yet.