I'm curious about whether or not the devs played around with various ways the interrupts can be presented, like instead of the vague flashing symbol, it would actually give a quick text of the action in brackets. This can get tricky for certain sequences though, like the dialogue between Shepard and Liara on the rooftop of Azure on Illium in LotSB. Shepard has multiple interrupts in dialogue to cut off Liara as she's speaking, and each one leads to whole lines of dialogue rather than just an action. I admit to being a bit torn on that, because on the one hand, it can make these exchanges more fun to listen to, but on the other, presents the potential to have the PC say something really dumb and you have absolutely no way to know even the gist of what will be said beyond that it might associate with the paragon or renegade alignment.
The risk of "having the PC say something really dumb" also exists within the dialogue wheel'; so added dialogue wheel options are not going to be any better. Putting the actions in as text will just slow things down because you'll have to actually read the text before deciding on whether or not to use the action. That is disruptive to the tension/immersion of the moment and, IMO, will make the game less interesting. It will also up the costs because the interrupts will have to be translated into different languages. That people react faster to symbols than text is proven... and why road signs (like stop, yield, etc) have consistent shapes and colors and employ more symbols than text.
A good example of this is BDTS in ME1... the situations with Charn and Balak would have felt much more tense had they used interrupts rather than [Shoot him] in the dialogue wheel. They weren't reliably predictable because you could by the [Shoot him] command and still have the option re-offered later after some more dialogue... but you wouldn't be able to predict or rely on that being offered until after you had gone through the scene once. Unlike the interrupts, the game doesn't telegraph the meaning (e.g. by closing in on a fist or allowing Shepard to point the gun) because they can't start to build the tension ahead of time until after the dialogue selection is made... so, the sacrifice of removing the interrupts will likely be the loss of a lot of effective tension in the game. If Bioware decides to remove them... I bet it'll be all of 5 minutes before the complaints about that lack of tension start appearing here. (BioWare just can't win here on these forums no matter what they do.)
The Paragon interrupts in LOTSB were very predictable as being something that Shep would do or say to try to salvage his/her relationship with Liara. Also, if missed, the player only didn't get her back in ME2; but they would still be friends, she would still come up to the ship, and it' had no bearing on whether or not Shepard was able to rekindle the romance in ME3 - That is, the consequences of missing the interrupts were pretty minimal overall.
Rather than adding text to the interrupts, I think it would be a better compromise to expand the variety of symbols that display and provide a "map legend" of them in the codex and have them appear consistently in one location (rather than flipping left to right). That way, for example, a gun image appearing in the lower right corner would always denote a "shoot him" interrupt; a fist would always denote a "punch" interrupt; a "kiss" image would denote a "kiss interrupt, etc.





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