That sounds exhausting. I run into unexpected conversations every day, so I couldn't function if I depended on 100% pre-planned responses.
I typically only have substantive interactions with 5-6 people in a given day, and they're usually the same people, so I know them pretty well. My kid understands me pretty well.
Actually, you did. It's a fact of the medium. I'm not sure why you think the change in presentation changes that fact. The sentiments you can express are only ever the ones the writer has given you to choose from.
That's nonsense. The full text dialogue options were merely things we could say. Why we were saying them was 100% up to us.
Asking a question? Why? Because you want the answer? Or because you want to find out what the other person thinks the answer is? Or because you're just avoiding the other options because they say things you'd rather not?
Questions are wonderfully noncommittal, so they're extremely useful conversational tools. They sound like meaningful responses without actually being meaningful.
And sometimes the NPCs would react unpredictably, just like real people. BioWare's silent protagonist dialogue system mimicked real world conversations just about perfectly. I don't see how we could improve upon them.
The goal with paraphrases is that the sentiment they express is identical to the one the full line expresses.
Sometimes they're not even the same type of sentence. The paraphrase with interrogative, butbthen the full line is declarative. Those bear no resemblance to each other.
Obviously, they can sometimes fail to do that, but as you noted, DAI showed a marked improvement in that regard.
It is much better, but it's still miles behind the full text options of the silent protagonist games.