Probably it is difficult for me to understand the same reason as I am utterly baffled why you do not understand my point.
When designing the UI, they have to take in to account everything is shown the screen, correct? When you see that person there, it isn't by accident, they designed it to show that. For your box to come up, it needs to a cover section. They can't approach for momentarily to block a section as they are designing the whole visual aspect of the UI and how all the incoming information is combined to a total effect.
Pause time when the text is visible. Then nothing can happen behind them.
Wait, time already pauses during dialogue, so that problem doesn't even exist.
Besides, what you are suggesting what are you are suggesting from the toggle point of view.
I don't think it works as a toggle. It would work like the highlight objects button in NWN and DAO - you press it when you want more information.
The toggle is either on or off, you can't switch on during the dialogue. And even if it was the hover box, again it needs to take up a space in a way that it doesn't conflict with the actual visual design of UI or the scene. What is so difficult about this?
It can replace the visual design for the time it is visible.
Well, I am personally always happy when people tell me what I should care about. It also raises the question why do you think the people defending the cinematic approach do so.
I don't want to speculate about other people's motives. That's why I ask.
The flow, to me, gives a more dynamic dialogue exchange and an ability to have action and movement better incorporated in the situation as well. It gives me something I find more enjoyable than the DAO approach. Evidently Bioware currently agrees with my views considering they are using it.
They used quite a bit less of it in DAI, but I'll agree that they don't seem to want static dialogue.
I'm indifferent to the action. I just want more information, regardless of how they provide it. If they manage to find an innovative solution that lets me play the way I want to play (choosing among options where I know what those options are, and having my character not surprise me), I don't object to you getting what you want.
That is my answer. It is completely as valid as yours, yet for some reason I managed not to assert that nobody should care about your preference.
I didn't assert that either. "I don't think so" and "I do think otherwise" are not synonymous. I merely pointed to an opinion I didn't hold; I did not claim that anyone should hold the opposite opinion.
That inference was yours. Watch those excluded middles.





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