If people want to be able to play that way, why shouldn't they?
I never said they couldn't or was against it, I was just explaining the thought process as I understood it.
If people want to be able to play that way, why shouldn't they?
That's what conversations are like. You never really know how someone is going to take what you say, and a simple three-spoked wheel doesn't offer enough nuance to capture what the player wants his character to say.I don't see the problem, or why we should care how these people play. If the options are more clearly defined and the player is made aware of what will be said or what will happen, what difference does it make to people who don't play like this? I guess my confusion here is that I'm not sure if people want a dialogue roulette game or not.
The line and the intent shouldn't be tied together at all. We should select those things separately.I don't see the problem with tying a line's intent with its position on the dialogue wheel. Is the concern that some people will just mindlessly select an option?
So I say we ditch the icons and predictable order entirely and let the player assign intent as he sees fit.
The voice doesn't have to have anything to do with the intent.That's not consistent with a voiced PC, though. I get that you don't like that, but it isn't going away.