In DA:O you had no option regarding the tone of the Warden.
Other than occasionally being told that he was trying to be persuasive with his voice, or lying to somebody. Or that he was inquisitive.
But didn't != couldn't.
He was a soulless husk devoid of emotion. Any kind of emotion or tonal differences in his voice was 100% head-canon.
That is, of course, totally ignoring the solution to that problem I just suggested above.
In DA2 you get to choose the tone of Hawke at the cost of knowing exactly what is going to be said.
You know, I sure wish there was any planet where people could communicate by tone alone.
I wish I could go into a McDonald's and get the right order, just by getting angry. Or just by being diplomatic.
If I want the McWhopper with Fries, I have to use the right words to get them. And the odd thing is, how I deliver my order doesn't really influence whether I get it or not. I will concede I'm more likely to get it if I ask nicely than yell at the cashier. But FIRST, I need the right words.
I guess my point is, to me, tonal ambiguity is less important in a game than semantic and syntactic ambiguity. Which is far more likely when I can't see the words, nor the relation a representation of those words have to the words I'm about to deliver.
Both games are not 100% transparent.
Then it depends on what kind of transparency you want.
And I strongly disagree that you can better judge the writing by reading it, since wrting the story is so much more than just the dialogue between the characters. WItnessing the story is what gives you the best judge of its quality. That means actually watching the movie, playing the game, reading the book, is what gives you the best posistion to judge the story.
But a game, as opposed to a movie, or a book, is a story you play, involving entities you interact with. It is not a merely passive experience.
Human beings - (or even humanoids, to be fair) - appear to utilize dialogue to interact with other human beings. Well, that, or you can steal from them, konock them out, or kill them. Generally, though, most of the time that interactivity is through dialogue. Which is why it matters.
Good dialogue is good for a TV drama. It's even better for a good interactive experience, i.e. a game.
Modifié par CybAnt1, 29 janvier 2014 - 04:30 .