AlanC9 wrote...
That's kind of what I was getting at. Is it important to include a lot of wheel interactions even if they don't do anything? Break the conversation up so the player thinks he's controlling something?
I believe you and I had this sort of discussion before (though it might have been someone else).
Bioware and Mass Effect provided very few really tangible choices when you think about it. Most were superficial at best and had no impact on the narrative of that game (much less later ones), others were handwaved away (like potential squad deaths in ME2 simply being replaced by other characters rather than provide a truly different experience), ironically it isn't until 3 that you see any particularly divergent scenarios emerge from the narrative (which makes sense as they were no longer beholden to keeping a story on its rails).
But what the first two games did well was offer the
illusion of choice, of which the dialogue wheel played a part. For people like me, the illusion collapsed on the second and third playthrough and I realized "It doesn't MATTER what I choose here, really." So for me, the autodialogue wasn't a particular bother.
But there were other people who even when the curtain was pulled and saw the wizard still felt invested because of it. The effort to provide that illusion mattered, it was a welcome bit of immersion.
And I think that's where the difference occurs. I for one was never particularly immersed in the story. I never felt it was "My Shepard" at any point. The illusion didn't do it for me. For others, to have that illusion so crudely shattered was jarring.