Darth Brotarian wrote...
If I might interject with a bit of opinionated observation, I can't help but be bemused at the display that is going on here, with so many people being adamant about a feature that very few if any have an actual problem with.
It seems, and the word is rather overused I will admit, nitpicky to be mad over paraphrased dialogue displays. Textbook definition of what it is to nitpick if I were to be perfectly blunt about it. Really, what is it that is truly lost outside of a false assumption of control over a character and a reality being pushed into your face that your character is defined through the selection of pre-defined options? Now, I have played modern bioware rpgs more then I have older rpgs, I will admit. Mass effect and dragon age's games up to their current releases, SWTOR, and knights of the old republic, are all under my belt. And I can say, for myself at least since that's all anyone in this thread has done, that the paraphrased dialogue was better then the spread out dialogue.
Why you may ask? Simple, the delivery was superior and the weight of the choice more pronounced. Weight is a difficult word to define though, so I shall present my own definition to give context. When making a choice, I find it important that a person feel like they made a choice and feel the emotional, intellectual, or even simply the empirical confirmation of the choice they made. In other words, to feel as if a choice has actually been made on some level. A mute protagonist for which all dialogue was presented in full was not an experience I preferred. It felt muted, as if there were suddenly a wall erected between the actions on screen and my own character. It was disorienting at times, even to the point I had forgotten I made decisions mere minutes previously when I had made them, as pointed out by my brother when I complained about how I couldn't call loghain out on framing the wardens during the landsmeet, and my brother telling me I had done so before I was given the option of what evidence to present to the landsmeet.
I do not disagree. Hawke does feel more real than the Warden. However, the Warden feels more mine. It is a different kind of disconnect, but having no comprehensive knowledge of what my character will say (note the phrasing: I did not say "not knowing exactly what my character will say word by word"), i.e. that which makes the character less mine because in effect I don't know their mind, has a much more drastic negative impact on my playing experience.
It is as I said in the OP: the game might give me perfect roleplaying options or not. Those options that do exist won't necessarily change between a design like DAO's and one like DA2's. Annoyance about things I might want to say but can't might happen nonetheless. However, the paraphrasing makes even the perfect options invisible and prevents me from knowing my character's mind.
To illustrate this, an example brought up abovethread by eluvianix: It is hugely important for how my character comes across whether a paraphrase like "[Melancholy] Life is a bummer" is followed by Shakespearean diction or local slang, even if the semantic content and the sentiment expressed are more or less the same. The character who uses the former is most emphatically a very different kind of character than one who uses the latter. Not being able to know if will be one or the other in advance prevents you from informed roleplaying. You don't know your own character's mind, and if there's anything anathema in roleplaying, it's that.
Or in other, very simple words:
Words do matter, damn it.
I had and still do not have such a problem with the voiced protagonist games, and their paraphrased dialogue. I remembered every choice I made by the line my character spoke, and the tone in which they delivered it. Moreover to the point I had no trouble decreeing the effect of what my character said would have, and that to me was enough because it was the same way it was handled in dragon age origins. You may not hear your character say anything in dragon age origin, but that is a double edged sword since you can't prove your character is saying what he is saying word for word. For all you know the warden talks in massive monologues, and what we get are paraphrases of those monologues. I know this is the case for I have experimented myself, I skipped spoken dialogue from my character once and looked away from the subtitles. I had nothing to go on but the paraphrases, and yet the scene progression, was the same as it was in origins. It even began to feel like I was playing dragon age origin in mass effect, with a mute protagonist and short dialogue options to pick.
Decreeing the effect is not what we're complaining about. This is about decreeing character traits. You can have the same effect from a hundred different lines, yet these different lines may indicate a hundred character variations. In dialogue nodes which are not about decisions, this is actually the main point of dialogue: not to affect the plot, but to characterize your PC:
(1) If a spoken line characterizes the PC differently or beyond what the paraphrase implies, the system fails. You need *correct* information.
(2) If one paraphrase encompasses different possible ways to characterize the PC, then the system fails. You need *comprehensive* information.
"You can't prove your character is saying X", I don't even understand what you're saying here. For a non-voiced protagonist, the written text IS the proof. DAO does not paraphrase, and any descriptive elements added for clarification are usually put into square brackets or suchlike ("[lie]") to mark them as things the character doesn't say word by word.
Modifié par Ieldra2, 29 janvier 2014 - 09:27 .