Indirectly, yes you did. You said they were inconsistent, something you can't know without reading their thoughts. Modus tollens.
Convenient how you deny the existence of implication until it suits your needs.
Regardless, I've explained to you time and again: people may not be inconsistent, but they may seem inconsistent. People form conceptions of others by aggregating perceived behavior. We then attempt to integrate every new piece of observed behavior back into that conception. For behavior that doesn't fit the pattern we formed, we attempt to find a reason for it (i.e. a gun to their head), and any unexplained behavior that remains will appear inconsistent.
What they are like is unpredictable by me. I would argue that I'm the best judge of what I can't reliably predict.
I'm certain that you are your own best judge. However, given that you have given up on studying human behavior, you are quite possibly the worst judge for everyone else. Hence why "that's just what people are like," isn't a phrase you can rightly use.
When the NPCs are predictable, they fail that test (as administered by me).
But the Turing Test doesn't exist to prove that a machine seems human to Sylvius the Mad, it exists to prove that a machine seems human to people. What BioWare have to do is make a character that seems human to most people.
A character's apparent inconsistencies don't bother me, because I see the same thing in nearly all people.
So? You of all people should know that you can't generalize your opinions to the entire population, especially those regarding human behavior.
You're the one making the leap of logic that the characters are actually inconsistent.
There is no leap. I form my conception of another, and any behavior I can't reasonably integrate into that conception, seems inconsistent. That you can't sympathize with my perspective is unfortunate but irrelevant. All I have to do is prove that many people are irked by perceived inconsistencies produced by inventing tone. By the size of your opposition, I'd say that I've done that
Of course you can. You compartmentalize.
Do you always metagame whenever possible, because you just can't help yourself? Of course not.
Compartmentalization is the basis of every thought experiment ever. Compartmentalization is required for every investigation of a hypothetical. Every method actor compartmentalizes.
Yes, you can't un-perceive it, but you can think and act as if you haven't. But even more importantly, why would you choose to perceive it in the first place? I was quite annoyed when someone pointed out that the dialogue options in KotOR were nearly always sorted the same way. It was easier to play the game when I didn't know that, sure, but I still manage. And learning how to ignore the order even after I knew about it turned out to be good practice for the dialogue wheel, where I ignore both position and tone icons.
I thought a good RPG didn't require any player skill.