Wrong. They look weird to any who know a "weirdness" has occured.
An example: I called a buddy to come meet up with us. I got his voicemail. I meant to say "Hey [his name], it's [my name], wanted to see what you were up to..." and so on. It came out "Hey [my name], it's [his name]..." and the rest was garbled because my friends were dying with laughter. It took me a split second to realize what I said, but when I did I was more puzzled than anyone.
That's colloquially called a brain fart. Other variations occur when you're saying something and all of a sudden you just blank, losing your train of thought. Don't bother telling me it doesn't happen to you, because I won't believe it. It's common, it happens to everyone, and everyone just chuckles and goes on with their day.
Does it happen every time you have a conversation?
Because that's about how often the paraphrase fails for me.
Being predictable is about knowing what someone does, not why they do it (though the why could help). And no, like I just said there are cases where we don't know what we do.
But there are also cases where we can't predict others, because they're acting for reasons of which we're unaware.
And that's why I think the silent protagonist works. Whenever the NPCs don't react appropriately given the tone I've imagined, there are possible explanations for that. And I don't need to invent them, because I don't need to believe I can read their minds. Sometimes people do things I don't expect and can't explain. So why is it a problem when that happens in a silent protagonist game?
So in real world conversations one person never talks and the other carries on like they did? Where do you live, where you see this?
In the silent protagonist game, they both talk. One of those people talking just isn't modeled in the game. That doesn't mean it's not happened - just that we don't see it.
Like eating. The characters eat. We don't see it. Do you think the characters don't eat?
You do obvserve him from the outside, literally, as you're watching a screen. That does not preclude inhabiting (or maybe sharing is a better word) his mind.
If I were sharing his mind, I'd know what he was going to say at least some of the time.
Hope implies a level of doubt regarding success. I never doubt I will be understood. Indeed someone misunderstanding me is more of a surprise than successful communication. That's because success, not failure is the routine.
I expect neither, because I can predict neither. Nor can I usually tell them apart, because I can't read people's minds.
No I just don't bother differentiating when I'm discussing the game. Saying "I" is shorter than saying "my Shepard". Helps, that I only really have one variation on the character.
But you were describing outcomes, and Shepard isn't aware of the outcomes when the choices are made.
Shepard might choose the options she expects will provide her with more allies. You said the you chose the option which would. That's a very different thing.
You asked for evidence that Shepard doesn't think something. In other words you asked me to prove a negative. That's shifting the burder of proof.
My point there was that we can't prove that. As such, it's absurd to hold it to be true.
I'm saying there is no proof of x there is proof of y. x and y are mutually exclusive, therefore y.
But there is no proof of Y. There's some evidence for Y, and less (or none) for X. But unless the evidence for Y is conclusive (i.e. it is actually proof), there's no reason to claim that Y must be true and X must be false.
Either could be true. We lack sufficient evidence to determine it. As such, we're free to act as if the one we prefer is true. We don't need to believe something is true in order to act as if it is.
You want to claim x in this case, you have to prove x, or prove that the middle premise (x and y are mutually exclusive) is false. You can't do the former, because the game won't let you. And the latter is self evident.
And for those following at home:
x is Shepard hates the asari
y is Shepard likes or is ambivalent or tolerates the asari.
x1 is Shepard apathetic towards the galaxy
y1 is Shepard cares about saving the galaxy
Proof of y (or evidence, if you're pedantic): Shepard's reactions post-Thessia, his mostly deferential treatment of the Councilor (he can be angry at the Council but never singles out the asari- compare that with "depends on the species, turian", and calling out the salarians on genophage related conversations).
Proof of x: ???
Proof of y1: Anything Shepard says about the Reapers.
Proof of x1: ???
Nothing is self-evident.
The difference between evidence and proof is a mile wide. You cannot use those words interchangeably unless you don't know what they mean or you're trying to be misunderstood.
Only to the extent allowed by the narrative. I can agree the limits should be minimal and should only be what's required to plausibly keep you in the narrative. They automated quite a bit past that in ME3 and it's not like they haven't been called out on it.
It's not possibly true in this case because its opposite has been shown to be true. I cannot make this any clearer.
And please don't go putting words in my mouth. We are talking about two very specific examples here, examples that are defined in the game, whether you like it or not. Overgeneralizing my point will get you nowhere.
I don't care about your examples. I care about the generalities. We can instantiate from generalities. But discussing instances gives us nothing from which we can universally generalize.
What is the point of using examples at all?