Keeping in mind that I am retreading old ground, I'll post a short summary of my suggestions about the dialogue system collected from old threads:
(1) I consider it highly desirable to have knowledge of the complete content and exact phrasing of a spoken line before I choose it.
Reason: not knowing makes me feel like an observer or a director, rather than the one playing the character. It prevents me from taking ownership of the character as I want and gives me the impression that I am not allowed to know what's in my character's mind. Agency over that, however, is the last refuge of a roleplayer in a game that is by necessity limited in the variety of ways it can react to player actions.
(2) If paraphrasing is used, I consider it indispensable to have accurate and complete information about the semantic content of the spoken line I'll get if I choose the paraphrase.
The difference to (1) is that I'll use this argument in cases like DAI, where it's already decided we won't get the exact phrasing (do I need to repeat that I detest that fact?). In this case, we need accurate information, i.e. the paraphrase must not deceive me about what is in the spoken line. This is a well-known problem, but the paraphrase must also contain also complete information, i.e. it must not leave out any significant information about what is in the spoken line. This specifically applies to cases where the writer of a paraphrase may think some part of the spoken lines' content can be inferred by association. This is very often not true since not all people associate the same things with specific terms. Notable example: the emotionally positive option is not necessarily associated with the morally good.
This leads to the request to make paraphrases longer and more precise, and or give me the complete and exact content of a spoken line before I choose it.
(3) If paraphrasing is used, giving me paraphrases that describe a sentiment are not enough.
I do not make decisions on a whim, neither in real life nor in games, except sometimes if I speak about inconsequential things. Words do matter, and as a rule, most often I consider carefully what I will say. Thus, a system that uses short paraphrases that describe a sentiment rather than give me accurate and complete information will always fail me. I do not want to play games that leave me no choice but to make decisions on a sentiment because no other information is available. Perhaps I'm in a minority in that, but I do not trust emotions alone to lead to good outcomes. I think a story that sends such a message supports a dangerous and delusional mindset, and thus my distaste for it is much more than a personal preference.
This, too, leads to the request to make paraphrases longer and more precise, and or give me the complete and exact content of a spoken line before I choose it.





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