But with the paraphrase, we don't even get to choose among those limited options.
Guessing isn't choosing.
Yes, you do get to choose and quit pretending the prompts are hieroglyphs. If the prompt is "I'll help you" it makes no difference if the line is "Let me assist you" or "I'll lend a hand.". Unless you have specific examples of consistently being presented a prompt of "I'll help you" but the line is "Time to murder puppies", there's no point going on about this.
No, you're not. Sometimes, as a result of your choices, you simply don't progress in the adventure.
Sadly, in CRPGs, often the only way to do this is to die.
That's still a constraint. According to your crazy standards, I should be able to put on a tutu and have ice cream at any point, because that's what my character does.
A habit I consciously cultivated in order to avoid those awkward silences you described.
Without me choosing to develop that habit, I wouldn't have it.
You can keep believing this if you like. You can also believe you consciously choose to draw each breath, it's almost the same thing.
That is not a separate issue. That is the entire issue.
It's irrelevant because it's inevitable. It happens almost constantly. It has to be irrelevant for people to think they're making any conversational progress at all.
Wat
And again, the problem with the paraphrase is that we can't change anything. Things might change, but the player cannot reasonably claim to be the one doing it.
You never could. And yet you were choosing, with every option. That's what I'm trying to tell you. What you want did not, does not, will not, and could not exist. For any given conversation you have three, possibly six responses- a nice response, a neutral response, a dick response, a stronger version of each with a Jedi Mind Trick behind it and sometimes the ability to ask some questions. That's it. You will never get more. And yet you still choose among them, and will always choose among them if you wish to proceed.
As much as I knock video game moral choice systems and the false dichotomy they present, maybe for people like you enforcing them more strongly would be a good thing. If the top of the wheel is always the nice choices and the bottom the dick ones and all responses are consistent with that, and with each other, then maybe you'll finally accept that there's no ambiguity, and they didn't have to spoonfeed you the line to achieve this.
I also think you're grossly overstating the necessary level of pre-definition. Take any character you've played: what was his position on property rights? What was his favourite colour? Favourite food? Is he predisposed to he nice to people? Maybe just some people who remind him of his father? Does he approve of nightclubs? Prostitution? Slavery? War? Intoxicated? Why? What ties those preferences together?
Irrelevance (unless you're playing a game where you deal with property rights, prostitution, slavery and war). Character decisions ultimately boil down to two categories: decisions about specific issues and situations in the game which get addressed or there's a reasonable expectation that they'll get addressed, and things that won't get addressed because they're too generic or removed from the narrative. The latter is widow dressing. Stuff like favorite color, favorite food, relationship with your father (unless that's a plot point) does not matter and is merely there for flavoring the roleplaying. They can be anything.
Game-relevant preferences however will always be limited. And these limits will come out in more than just dialogue. Some limits may be more obvious and annoying than others, but even if they aren't the limits are there nonetheless. We know Shepard can't hate the asari and we constantly chafe under that. But a less obvious but no less strict limit is that Shepard can't really be apathetic. Whether he's a idealist or cynical dickhead he still actively takes up arms to save the galaxy.
There's much we might get to decide.
If there's something specific you want to avoid saying, how can you tell if the line you're choosing includes it?
Because the context will tell you all game-relevant preferences to be chosen. Unless again, you have concrete, consistent examples to the contrary. Which even if you do, simply means they need to improve the paraphrasing and staging of the scene in order to better convey that. As for "other" preferences, it's highly unlikely any will be contradicted by one line of dialogue. Somehow I don't picture a prompt of "I'll get help" leading to "I'm calling in the calvary, and also my favorite color is blue" and then to you flipping the table because you wanted your favorite color to be red.
I don't think the player character intent has ever been conveyed to us at all, and I wouldn't want it to be. If I'm not in control of my character's state of mind, then I'm not roplaying him, and thlat's literally the only thing I'm trying to do in these games. I do not care if I advance the story, or ever see the end of it. I don't care if my characer lives or dies. But I want those things to arise as a result of the personality I'm roleplaying.
You never were and never will be in control of the character's mind the way you're describing. Practically you're only choosing from a limited number of responses. The state of mind and immersion come almost retroactively, based on what's happening in the scene.
I won't be satisfied until I can predict the full line word for word, and choose the tone independently from the line.
Until then, the silent protagonist is better.
Well then I guess you'll never be satisfied. And that suits me just fine. No offense but I find your insistence on total control a little disturbing.
Immersion=/=control. A silent protagonist that is actually drawn into conversations repeatedly is one of the most immersion breaking things I've ever seen, in any media and I'm glad they're extinct.
What I don't like is when the option that I select turns out to be somethiing different from what I thought it was (i.e. when the paraphrase is misleading or ambiguous or when I just wasn't on the same wavelength as the writer). Once I choose the paraphrase I form an expectation of what the PC is going to say, if that expectation is incorrect it is disconcerting and damages the illusion that I'm the one in control of the PC. For those of you who don't mind finding out that what the PC says is different from what you imagined this is not a problem. Having paraphrases means that Bioware are essentially forcing me (or at least trying to force me) to play with a certain mental state that is different from how I approach these games.
Which is why I want to be able to see the full text. As an aside, I also realize that seeing the full text isn't perfect but its a lot better than what we currently have.
I don't know about others but I mainly take issues with your continue use of the word "force". You said it yourself, paraphrases may be ambiguous or you may simply not be on the same wavelength. I don't think assuming their purposefully misleading you is reasonable.
But surely you realize that just as you can interpret a paraphrase a number of different ways, so too can you do so with a spoken line. Your assumption then becomes there is one unified vision or "mental state" Bioware wants you to have at one time. Which is ludicrous because a) you may not even pick that line and
even if you do you have several ways you can interpret the line itself. Maybe not as many as a shortened paraphrase, but there are multiple options nonetheless.
So I ask again, what exactly are you being forced to do? It's not "entertain a specific mindset" because there is no single, specific mindset.