Well, it appears we'll have to define "auto-dialogue" for David Gaider's sake

.
I'll give it a try:
"Autodialogue" is defined within the context of a game where the player has, by design, a level of control over a point-of-view character's spoken lines. Within this context, an utterance of the controlled character is autodialogue if it appears regardless of any choice made by the player, or if its semantic content cannot be plausibly derived from the label of the most recent dialogue choice made by the player. That means a player can't exert informed control, or any control at all, over the (non-)appearance of the statement.
Notes:
(1) By the first condition, the definition includes *all* statements which appear unconditionally. Not all of them should be considered bad. This also includes things like battle cries, which is intentional since they can be just as character-derailing as statements made in dialogue scenes.
(2) I have included the second condition because it happens that the branches of a conversation are different but still include statements which have nothing to do with what the player has chosen. That, too, should qualify as "autodialogue".
(3) As a welcome side effect of the second condition, this definition includes, somewhat unintuively, spoken lines appearing unexpectedly as the result of misleading paraphrases, since that effectively robs the player of control in just the same way as lines do which appear unconditionally, assuming no foreknowledge.
(4) Also by the second condition, excluded from the definition are statements made as part of a longer exchange, which technically also appear "automatically", if they can be seen as part of a multi-sentence statement loosely described by the label of the choice.
(Don't take this too seriously. I'm just odd in that I find enjoyment in creating stuff like this. Nonetheless, I think this is correct.)
Modifié par Ieldra2, 22 novembre 2013 - 09:18 .