Ah, that makes sense. That's a problem I only have run into for a few of my characters; I suppose that may be partly due to the fact that, in real life, I tend to just shrug off such misinterpretations unless I consider them extremely important (I tend to find social interaction a bit of a strain in general), so I may tend to notice that less in games.
It's funny, because I'm not interest in social interaction per se - I'm just naturally very assertive when it comes to certain things, and expressing views is one of them. In a lot of ways, it's basically that I don't have a filter. Not really a good thing, just how I am. And it bleeds into how I interpret writing.
I'm sure that's part of the difference here, and maybe even part of the difference in general. I don't really have an internal voice when I'm reading things, by default. I'm an entirely visual reader. I have in my mind what my character would be saying in this case, and pick the line that fits the best to it, and then assign an inflection based on that. It doesn't very often happen that I get surprised by the reaction more than I would in an actual interaction, but that could be partly because I'm not very good at reading people in actuality, so I'm often surprised by how they react as well.
My "voice" when I read is so overwhelming that, in fact, it's the same no matter what I'm reading. The best way to describe is this: whenever I read, it's like I read outloud, with my tone, my intonation, my style. It's very hard for me to hear another's voice, and it basically requires me to have heard it a lot (and recently) to be familiar with it. And even then it's like a faint echo.
It's impossible for me to RP as a woman without VO, because I will read every line in my voice, i.e., a man's voice.
I did actually play through DA II twice with the exact same character, as well as DA:O. That was unusual for me. Morrowind is the only other game I've ever done that with. In the case of DA:O, I did it because my first character nearly always ends up being my favourite overall, and I wanted to experience the game with full graphical settings with that character (I'd played it the first time in 640x480 mode and on lowest settings, due to very outdated hardware). In the case of Morrowind, it was because the first time I played through, I didn't realise until far too late that I'd accidentally joined house Hlaalu at the beginning of the game, but Redoran was the only in-character choice for that character, so I replayed the game with that character to fix that. In DA II's case, it was because I wanted to replay the game so that it was more fresh in my mind (and to see if a few mods would help my impression of it), but I couldn't manage to make a different character who was still the kind of character I was interested in playing at the time.
I had to replay all of DA:O with the same character when I realized it broke my HN by not allowing him to put himself forward as a candidate for the throne, despite being more qualified than both Alistair and Anora and, realistically speaking, probably being able to swing a better claim.
What would you feel about something that wasn't actually a line of dialogue, but more along the lines of... say, "Insult his honour, hoping that he will challenge you to a duel" or "Placate him by reminding him of the money involved" instead? For me, I'd actually prefer that to the spelled out line, because it leaves a bit more wiggle room for interpetation. I'd certainly prefer it to the paraphrase system.
No. I mean, it would fix one problem (the intended effect), but I wouldn't even feel like the character is a person at that point. Just... an object that I'm directing. This is the same problem I have with create-your-own party games. I no longer see them as characters, just killing machines I control via hive-mind.
True. I do think Morrowind is the best of them. I'd still say, personally, that Skyrim is a bit ahead of ME 2, but I can see why other people would say otherwise (although ME 2's habit of not even offering a choice of dialogue in cut scenes was extremely grating).
There's no reaction to what I do in Skyrim or to who I am, so can't even consider it an RPG, really. But that's very idiosyncratic on my part.
If you don't need to be able to predict how the NPC will interpret the line, why can't you just have the PC intend whatever you like?
Because the PC doesn't say whatever I like. The PC has 3-4 pre-defined options, with a pre-infused intent, tone and pre-planned effect that is hidden from me.
Since the only indication we ever get about how the line was delivered comes from the NPC reaction, if you aren't confident that you can predict that reaction, then there's no way for the game ever to contradict any headcanoned tone you might have invented.
The game actively contradicts it the moment the line is uttered. There are certainly situations where a line is unambiguous and so no problem arises, but there plenty of instances where the reaction of the NPC is impossible or otherwise inconsistent with their established character. The difference between real life and the game is that we actually do have subjective knowledge of NPC's reaction to the line, via approval.
But even if we didn't, there is a larger problem. You're confusing two things in your position.
1. My mental model of the other person's subjective state (i.e., my theory of their mind) and
2. The actual subjective state of the other person.
The second point is irrelevant. It does not matter to me what you actually think or feel. All that matters is the use and predictability of my model. I can't know what you're thinking, but I can have a good model of what I think you're thinking, and it's based on this (relatively accurate) model that I'm acting.
When we have approval mechanics, we actually know (2) despite not knowing it IRL.
The model is imperfect but it's not inaccurate - and when the deviation is absurd, then there is a serious problem. It's impossible to build this model without actual data - and that data comes from knowing the reaction to actual delivery, because that delivery is hard-coded.
The problem is that I get incoherent data points. I know the end result - the subjective state - and I have no idea about the method of delivery, but the actual rules of the game, i.e., the rules of speech and how the metaphysical subjective state is influenced are predefined on the basis of (the writer's) addition of (hidden) tone and emphasis. There's no way I could treat this the same as the IRL situation, because the variables are different. There needs to be a totally different model for the game to account for this result.
I also think speech is more instrumental than expressive, but I have a much narrower view of what it can do. As a tool, speech can help us learn about other people by watching to see how they react to it, but getting it to do anything more than that requires extremely intimate knowledge of your audience.
I don't need to actually learn about other people, in the same way that an engineer doesn't need to actually learn about the world. I just need a good theory that allows for accurate predictions for my goals.
Let's use an example.
Say I need someone to open a door. We'll only ever interact in this circumstances, with respect to the door, and I've never interacted with them before.
I act boisterous and assertive. I make demands.
The person finds this pitiable. She isn't cowered, but nevertheless opens the door out of pity.
In my model, I chalk this up to intimidation (with respect to her). I'm wrong.
If my speech gives me the same effect each time, her subjective state is irrelevant. I've achieved the goal.
To use a scientific example, the fact that all of our theories about science could be wrong doesn't mean we aren't designing good ipods. Your methods for making them work even if the theory underlying them is wrong. To the extent that our goal is purely instrumental - make good ipods - the metaphysical truth of the theory is irrelevant, except to whatever degree it allows us to make better ipods. And that could simply be trial and error.