[quote]In Exile wrote...
But that's just plain false. You're missing intent and pragmatics - and with that it's very difficult to know how the dialogue will actually be interpreted.[/quote]
Intent is assigned by the player, so we do control that.
Pragmatics are a less useful tool than semantics, so I'd rather have semantics than pragmatics.
And predicting interpretation isn't something we can do reliably in the real world, so I don't see why we should be able to do it in a game.
And yes, I know you know this already, but I need to counter your points so that any readers of this thread know that there's another available point-of-view.
[quote]So you don't know what you're saying. What you know is the literal content of what you're saying.[/quote]Those two things are equivalent. What I'm saying is comprised of the literal content of the things I say. That's all.
[quote]In Exile wrote...
That's completely false. The more open-world the game is, the less it's possible to have "ownership" over your character unless ownership means "complete fantasy that is impossible to display or express in game and that the game will never under any circumstances react to in any way".[/quote]
Now that's a straw man. What you describe is compatible with ownership, but all ownership really requires is that the "complete fantasy" not be contradicted by the game. There's no requirement that we be unable to express it in game - that would obviously be valuable - but there's also no requirement that we be able to do so.
[quote]How is it - when Wynne asks you what it means to you to be a GW - that you can't say "It means I was kindapped and forced to leave my parents to die by a sadistic old creep that forced me to drink darkspawn blood, and I'll burn this order to the ground once I save Ferelden?"[/quote]
That we can't say it doesn't mean we can't think it.
[quote]Why can't my dwarf commnoner just say Branka crowned
him King of Orzammar? Who's stopping him?[/quote]That would have been nice.
However, what are you arguing for here? That we should have total freedom? Of course you're not - that would be obviously impossible.
What Jimmy and I (and others) are asking for isn't freedom, but control. And DA2 didn't offer control, because the paraphrases were broken (something you've explicitly agreed with in the past).
[quote]DA:O didn't allow me to project myself into the character by keeping options away from me without even telling me in advance they exist. That's the same thing.[/quote]
But that's an unrelated issue. We're not debating which game was better. Moreover, DA2 also didn't tell you what options would or wouldn't exist in the future.
Again, what position are you trying to advance?
[quote]In Exile wrote...
Except I do. I create an ambituous character who wants to be the New God King of Skyrim. Well, I can go suck a fat one because that's not an option in-game and I won't know that until I finish the game and see that it isn't an option. [/quote]
But it is an option. You can totally do that. You can create that character, and he can want those things. He can even try to make that happen (though this does make a neat argument against granting any characters plot armour - we should be allowed to kill Ulfric).
What you're complaining about is that you can't achieve the outcomes you want, but that, again, is an entirely different issue. The game only models a small set of outcomes. This has always been true. But what is only newly added is the restriction on motives and opinions.
[quote]Or, like I said, I can create a character who happens to hate the GWs. Well, I can go suck a fat one beacuse DA:O has no options that allow to to say that you're anything other than a GW post-Ostagar or to justify your saving Ferelden for any other reason that "I'm a Grey Warden". [/quote]
But you can still hate them. My first Warden hated them. I loved that playthrough. That was the only playthrough, so far, wherein I actually got to the end and killed the archdemon.
[quote]David Gaider wrote...
In the case of DAI, that's already happened, and you'll have to judge the results for yourself once the game is released (or not, as you please).[/quote]
And I continue to look forward to that reveal.
[quote]In Exile wrote...
I disagree that this often amounts to a small compromise. I find that - because of the neutral and (almost always) curt, pithy and non-commital way that dialogue is written by BIoware, especially for silent PCs - it is very difficult to find a response that isn't a significant compromise. Male Shepard here is a good example, because I think most Bioware PCs sound
exactly like that in substance (i.e., very stable in tone, very to the point, almost but not quite monotone). [/quote]
I clearly really enjoy BioWare's work with silent protagonists, but I found Male Shepard's line deliveries to be unplayably awful. They were far too aggressive, and far too shouty.
FemShep matched BioWare's silent work pretty well, I thought.
[quote]There are more structural problems with silent PCs as well: like being passive in a conversation. An example here is KOTOR. At many critical points you have to defer to either Bastilla or Carth to run the conversation. Or to Duncan in DA:O. These are huge and significant character breaking moments for me. I would
never design a character that defers like that because IRL I am just not like that, and have no interest in those type of characters.[/quote]
Whereas, I have little interest in characters who don't do that. I'd always rather keep my opinions to myself until everyone else has shown their cards.
If the two of us were in a group together, I suspect you'd take charge of the room and I would stay silent and never say anything. And you'd never know what my opinion was, and I wouldn't bother to tell you.
Modifié par Sylvius the Mad, 01 février 2014 - 12:05 .