M25105 wrote...
No dialogue wheel! Just NO!
Good luck with that.
(Note that this can be read as a sincere statement in a pure text system. Am I sincere? You make the call!)
Modifié par AlanC9, 06 janvier 2014 - 10:37 .
M25105 wrote...
No dialogue wheel! Just NO!
Modifié par AlanC9, 06 janvier 2014 - 10:37 .
Guest_EntropicAngel_*
Fast Jimmy wrote...
But who has the time for all of that?
I just do what Bioware has taught me - Paragon options every time. And always perform the quick time events - at the worst, all you do is punch someone in the face. That never comes back to bite you anyway.
But I can't see them all. A person's thoughts and emotional state are unavailable to me. Moreover, the set of possibly relevant variables is so staggeringly large as to be worthless.EntropicAngel wrote...
Observe the variables. Your location. The background movement. What the current situation is (we're still talking about predicting a person's response, correct?).
You may not be able to control them, but you can note and cross-reference them to arrive at meaningful conclusions.
In a pure text system, it doesn't make sense to describe your sincerity in terms of whether it is real. Since that information isn't provided, it has no discernable truth value at all.AlanC9 wrote...
Good luck with that.
(Note that this can be read as a sincere statement in a pure text system. Am I sincere? You make the call!)
Guest_EntropicAngel_*
Sylvius the Mad wrote...
But I can't see them all. A person's thoughts and emotional state are unavailable to me. Moreover, the set of possibly relevant variables is so staggeringly large as to be worthless.
Guest_EntropicAngel_*
Sylvius the Mad wrote...
First, I don't like [Intimidate] options. I don't think they should have an effect. Why I say something shouldn't have any effect on what effect it has. If presented with the same two dialogue options, where one of them says [Lie] at the front, those should do the same thing.
Second, we can only test the effects of the [Intimidate] options within the game from outside the game. Within a single playthrough, we can't test them because we can't go back and repeat the experiment to see what the other possible outcomes were.
But if the game doesn't react differently (and it shouldn't), why bother? The player can define whether his character is lying without being given the explicit option.EntropicAngel wrote...
And on the topic of [Lie], I disagree. From a roleplaying standpoint, the [Lie] is telling us that our character is deliberately saying something they don't agree with, or "feel," or what have you. It's a roleplaying distinction.
As to whether they actually "do" the same thing within the game, I can understand that. But the distinction is that one carries, from the character's point of view, intentional deception. That's very defining.
Guest_EntropicAngel_*
Sylvius the Mad wrote...
But if the game doesn't react differently (and it shouldn't), why bother? The player can define whether his character is lying without being given the explicit option.
My characters lie without the [Lie] operator all the time.
EntropicAngel wrote...
Sylvius the Mad wrote...
But if the game doesn't react differently (and it shouldn't), why bother? The player can define whether his character is lying without being given the explicit option.
My characters lie without the [Lie] operator all the time.
I would argue that that is headcanon. IF there is a lie operator, then the game makes a distinction between truthfulness and telling a lie. Thus, a line without the [Lie] operator is, by default, a truthful line. You're breaking the game.
Not in any meaningful way (outside of the problem of determining if any line is true or not--or situations where the game reacts to your dialog choice), and it probably gives you more roleplaying "freedom," but I'd argue that you are.
Guest_EntropicAngel_*
Fast Jimmy wrote...
Actually, if memory serves me correctly, there has been discussions in the dev videos about how the PC in DA:I can say something and clarify later they did not mean it, or that they were lying. (I don't have a link, sorry).
I know that is more of a case where the game is reacting to the choice, but still... it is entertaining the idea that the PC could make a dialogue choice and not really be genuine when they do so.
EntropicAngel wrote...
Fast Jimmy wrote...
Actually, if memory serves me correctly, there has been discussions in the dev videos about how the PC in DA:I can say something and clarify later they did not mean it, or that they were lying. (I don't have a link, sorry).
I know that is more of a case where the game is reacting to the choice, but still... it is entertaining the idea that the PC could make a dialogue choice and not really be genuine when they do so.
The only thing I recall about that was Laidlaw saying that the game wouldn't lock you out of a choice based on what you said in dialog. Not that you could clarify later, but if I tell Varric I plan to save Crestwood, the game doesn't automatically make my plot, "Save Crestwood."
I'm examining myself, and i'm not really sure what i dislike about the idea of the truthfulness of all dialog being a function of the player (meaning, if there's no lie operator you can still lie). it feels like something that would have a detrimental affect on pilosophical, or simply dialog (as opposed to action)-based conversation.
In addition, I personally feel that if the game doesn't give the distinction (NOT react to it--merely allow the choice between the two), it's not really roleplaying. My big problem with TES.
Guest_EntropicAngel_*
Fast Jimmy wrote...
In ME3 during the genophage mission, you had the ability to not mention sabotaging the cure. That wasn't explicitly labeled as lying... but then again, it is a little different, in that you know what the truth is and saying anything different is actively lying.
Still, it's the same ballpark, if not a direct one-to-one comparison, I would think?
Sylvius the Mad wrote...
In a pure text system, it doesn't make sense to describe your sincerity in terms of whether it is real. Since that information isn't provided, it has no discernable truth value at all.AlanC9 wrote...
Good luck with that.
(Note that this can be read as a sincere statement in a pure text system. Am I sincere? You make the call!)
Modifié par AlanC9, 07 janvier 2014 - 04:07 .
Do you want a cake?
Diplomatic: "Yes please. Thank you very much."
Sarcastic: "Is that a worm?"
Aggressive: "NO AND GO KILL YOURSELF WHRAAAAR!!!"
Modifié par CybAnt1, 07 janvier 2014 - 04:08 .
All roleplaying is headcanon.EntropicAngel wrote...
I would argue that that is headcanon.
Why would we ever assume that? The dialogue options are, demonstrably "things you can say." I would argue that that's all they are. Any meaning beyond that is entirely your own invention.IF there is a lie operator, then the game makes a distinction between truthfulness and telling a lie. Thus, a line without the [Lie] operator is, by default, a truthful line. You're breaking the game.
Not in any meaningful way (outside of the problem of determining if any line is true or not--or situations where the game reacts to your dialog choice), and it probably gives you more roleplaying "freedom," but I'd argue that you are.
How is it not roleplaying? The roleplaying resides entirely in making the decision of what to say and why. What does your character mean by it? If you're letting the writers assign you meaning like that, you're dramatically reducing the range of opinions available to your character.EntropicAngel wrote...
I'm examining myself, and i'm not really sure what i dislike about the idea of the truthfulness of all dialog being a function of the player (meaning, if there's no lie operator you can still lie). it feels like something that would have a detrimental affect on pilosophical, or simply dialog (as opposed to action)-based conversation.
In addition, I personally feel that if the game doesn't give the distinction (NOT react to it--merely allow the choice between the two), it's not really roleplaying. My big problem with TES.
Things that don't exist can't exhibit characteristics. Since the only content that's actually in the game is the text of the line, anything beyond that is our own invention. The intent behind any text line can never be said to be "true" within the game, nor can it be described as "false". It isn't there. Therefore, it cannot have a truth value.AlanC9 wrote...
Discernable is the key word there.
But no value? Really? Not even an educated guess?
I fail to see the relevance of that context. The statement in question was about the wheel, not the voice. But even if it were, there's no intent contained within your remark.Suppose you had seen earlier posts of mine on the subject? I believe I've been pretty consistent in saying that expecting Bio to reconsider voiced protagonists is idiotic.
Modifié par Sylvius the Mad, 07 janvier 2014 - 04:19 .
EntropicAngel wrote...
I've never actually sabotaged the cure so I don't know if there's actually dialog where Shepard deliberately lies without a [Lie] operator.
Sylvius the Mad wrote...
AlanC9 wrote...
Discernable is the key word there.
But no value? Really? Not even an educated guess?
Things that don't exist can't exhibit characteristics. Since the only content that's actually in the game is the text of the line, anything beyond that is our own invention. The intent behind any text line can never be said to be "true" within the game, nor can it be described as "false". It isn't there. Therefore, it cannot have a truth value.
I fail to see the relevance of that context. The statement in question was about the wheel, not the voice. But even if it were, there's no intent contained within your remark.Suppose you had seen earlier posts of mine on the subject? I believe I've been pretty consistent in saying that expecting Bio to reconsider voiced protagonists is idiotic.
Modifié par AlanC9, 07 janvier 2014 - 06:32 .
Guest_EntropicAngel_*
Sylvius the Mad wrote...
All roleplaying is headcanon.
Why would we ever assume that? The dialogue options are, demonstrably "things you can say." I would argue that that's all they are. Any meaning beyond that is entirely your own invention.
How is it not roleplaying? The roleplaying resides entirely in making the decision of what to say and why. What does your character mean by it? If you're letting the writers assign you meaning like that, you're dramatically reducing the range of opinions available to your character.
As it happens, I typically avoid the [Lie] operator in dialogue. If I have the option to say the same thing, either with the [Lie] option or without, I tend to choose the option without, regardless of whether my character is speaking truthfully. If I choose [Lie], then I'm telling the game my character is lying (something the game never needs to know). If I don't choose [Lie], then I'm telling the game nothing about my character's intent.
If there were a [True] operator, that would be problematic.
Guest_EntropicAngel_*
AlanC9 wrote...
I've done it. AFAIK there's no particular indicator, but I wouldn't necessarily remember if there had been.
Aren't [Lie] indicators more likely to be artifacts of the morality system? In NWN [Lie] meant you were about to get Chaotic points.