Sylvius the Mad wrote...
Only because you insist on believing that those reactions are predictable.
They are no more or less predictable than the real world is predictable, and you insist on believing
that by acting in it.
For example, you type on your computer instead of attacking it with a banana to defeat demons that might be inside of it. Assuming a
lot about the real world behaving according to predictable rules.
People so often focus on the ability within each system to cause your character to take certain actions or say certain things. I'd much rather focus on the ability within each system to have my character avoid certain actions or avoid saying certain things.
Preventing me from taking certain actions or saying certain things breaks my character. I can salvage a character acting "out-of-character" for some reason, but I don't have a character at all when I'm not allowed to control the action - it's just a quest completing object, a set of polygons that's barely a person. Moreover, as I discuss below, being prevented from taking action is not (from an RP perspective) different from being forced to take action.
Not being able to express thoughts is, I insist, far less damaging that being forced to express thoughts you weren't aware your character even had.
Not being able to express thoughts breaks my character, because I designed them to have those thoughts. Saying certain things differently is a 'meh' because I never typically directed my mind to those things. And games with a silent PC like DA:O
fail completely in not forcing me to express thoughts I wasn't aware my character had. Like, for example, forcing me to identify myself as a GW. There is no option but to be a GW, in the conversation with Wynne.
Not to mention (see below) that not acting is, on any meaningful level with respect to RP, the same as being forced to do something out of character. Because not being allowed to act when you would
is being force - by the game - not to do what your character would do.
But this is impossible in any system that doesn't provide full information about which options we're choosing. We can't know what our characters won't say unless we know exactly what they will say. And since I want my character's behaviour not to contradict my design (and because I deem inaction to be meaningless), it's much more important that I be able to avoid actions than it is that I be able to choose them
I understand why you deem inaction meaningless, but you're still wrong about that. Not acting is (a) as informative about character as acting; (

only passive from an external POV, not an internal POV, and © for that reason, being restrainted from acting is the same as being forced to act from an RP perspective.
Everything the game does after you act within it in potentially a reaction to what you did. It doesn't matter whether it always does the same thing, because you can't know that from within the game's reality.
When you act with a purpose - when you want to achieve something in the game world - then it's all about controlling reactions. It doesn't matter if your theory is wrong; it's like science in that regard. Phlogiston chemistry (by our modern perspective) is not a 'true' theory. It doesn't describe properties of the real world. But it was incredibly useful for making predictions and explaining how certain chemical reactions operated. We made real progress on its back.
It matters that (a) I can't fine tune my control over people; and (

same, identical stimuli
cannot lead to different outcomes from the same people. The only explanation that you can offer is that differences that are never shown or discussed must exist that
never lead to observable differences, which is a worthless intellectual notion.
It has no value in-game for the same reason it has no value IRL.
Modifié par In Exile, 04 janvier 2014 - 06:01 .