But it's not telling you what your character is thnking because you can choose the tone you want to express. Frankly, I think tone is far important to conveying meaning than the specific words that are said.FINE HERE wrote...
Well, dialog options did 'help' to make your character's personality in DA2, so it's sort of relevant? (It's not pre-game, but still...)Plaintiff wrote...
If the game doesn't react to your decisions, then the decisions don't really exist.Fast Jimmy wrote...
Context is not the issue at all.
Role-playing is thinking like a character and, based on those thoughts, making decisions for them.
If the game tells you what your character is thinking, that suspends the role of what the player is supposed to be doing. That's a problem.
DA2 doesn't tell you what your character is thinking. Like all previous Bioware games, it gives you a selection of pre-programmed thoughts to choose from and express.
But this thread was never about that, and I don't know how we even got on this tangent. It was specifically talking about restrictions on character creation.
And in DA2, you are told what your character is thinking, sort of. Green/Blue symbol equals happy, gentle thoughts, Purple symbol equals witty, oportunist thoughts, and red symbol equals aggressive, violent thoughts. Oh, and hearts equal ridiculously flirty thoughts. There's no neutral option. (Eh, unless it's one of those cirlce of arrows responses, but those sometimes attach the 'dominant' personality, which is bad.) That was one of the things I hated about it.
I don't think there should be a 'neutral' option. What does that even mean?





Retour en haut








