Sidney wrote...
Ieldra2 wrote...
The system is good for impulsive players who neither think or care much about what they're going to say except in the broadest possible sense, but not so good for everyone else.
People say this, and I assume they think they mean it.
You ONLY select what you are going to say in the broadest sense no matter what the dialog selection is because the system doesn't give you - in DAO, BG or Deus Ex - more than one way to say any given dialog option. In other words most dialogs boil down to : Yes, No, Maybe, Investigate. There is one yes, one no, one maybe and one investigate. It doesn't matter how much prose they toss on the screen you can't chnage the fundamental results of the dialog so if you do want to help the dirty peasant the text doesn't matter because you are going to select option 1) in the menu.
Now, if someone had a rich and deep system that allowed me to pick from several ways to say yes that might reflect my character more than the written out dialog options I'd be all for that but given that they don't...well there is no difference between the wheel and the wall of text.
That (bolded part) is simply wrong.
How you say things matter, maybe not for the story, but for you. Let me repeat my favorite example: at the end of DA2's Act 2, if you played your cards right, Isabela comes back carrying the Tome of Koslun. There is a conversation where you have the opportunity to voice your opinion about what she did. The top right paraphrase is "I'm glad you came back". When you select this option, Hawke says something like "Good you did the right thing."
Poof. I am catapulted out of the world and out of my character because the spoken line, while being compatible with the paraphrase, expresses significantly more than that: a moral stance, and one which I most emphatically do not share. I want to say something appreciative and shared the sentiment expressed by the paraphrase, but had I known what the spoken line was, I'd have avoided it like the plague and selected the middle option instead.
This is an extreme example, but there is always information loss when you paraphrase something. In order to avoid such effects, either the spoken lines need to be as information-poor as the paraphrase, which reduces the possible richness of dialogue, or the label on the wheel needs to contain as much information as the spoken line.
So, yes, I repeat: the system works well only if you don't care much about effects as the one I have described, i.e. don't care about significant implications of what you're going to say, those things that have no effect on the story but significant effect on the characterization of your protagonist.
Modifié par Ieldra2, 05 septembre 2013 - 11:48 .