Yet, you expect the developer to be able to write flawless dialogue that very specifically suits both the situation and your player's mind as you privately envision it to be. They can't read your mind and they DO write ALL the dialogue and set up all the situations your character will encounter. They can't do that without knowing all the ranges of the protagonist's mind that they have built into the game. They are, in fact, telling several stories... but they are the ones still telling the story.
They don't need to be able to read the player's mind, not do they need to know the protagonists' possible states of mind. A line of dialogue can be spoken for a wide variety of reasons. The protagonist could be earnest, helpful, hopeful, non-confrontational, deceptive, honest, humble, sarcastic, sardonic, wry, dismissive, resentful, or any number of other things. Or the protagonist couldbe affecting one of those things while in fact feeling something else entirely.
The written line doesn't have to tie directly to any of those.
So you are at an impasse here with the developers. You say you don't want to write your own story but you also say above you're not interested in being told a story either. So, stop blaming them for not being able to read your mind.
You wstablished your own premise, and then used it as the basis for your argument. So you're basically still just advancing a premise, which I refute (above).
Typing the dialogue out in full still would not let you know all the other potential dialogue in remainder of the game... what future dialogue paths your selection blocks and what future dialogue path it enables.
None of the future dialogue options shoild be affected, but the NPC behaviour should absolutely be affected. In-game events should be affected. There should be consequences, but future dialogue options should not be one of them.
If the developer goes the other route and leaves absolutely every dialogue and action option open to the player throughout the game... then the protagonist's selections can have no consequences since any player, no matter how they've played the entire game, could then just select the "I win" bomb at the end.
If the game is so simple that victory is simply a latter of choosing a dialogue option, then yes.
But what if it isn't? You can't activate a bomb that doesn't exist. Perhaps you offended your allies enough that they didn't build the bomb.
Your assumption here seems to be that the story will have all the narrative complexity of ME3, which is a shockingly low standard.
But yes, in ME3, we should have been able to choose among the pptions presented by the Catalyst. If the Catalyst doesn't offer some of those options (I still don't understand why this would be the case), then we can't choose them, but if the Catalyst does then we should be able to choose any of them.
The only difference between having the dialogue typed out in full and using the "paraphrase" wheel is the precise moment you get "surprised" by what your protagonist can say.
No, it's the difference between being surprised by what your protagonist
can say versus being surprised by what your protagonist
did say.
The former can be annoying, but it's managable, because it allows is to find the reading and intent behind those lines that work best with the character we're playing before having to deal with the immediate consequences of having chosen it. In that moment, we can safely remain in-character. Also, I can only remember a handful of instances imof it ever occuring across multiple BioWare games.
The latter rips us from any in-character perspective we might have had and reduces us to mere passengers. We become the audience rather than the players. And this happens constantly in BioWare's voiced games.
Even if these two failures were equivalent (I don't think they are), I would favour the design thst produces the failures less often.
With typed dialogue, it comes a moment sooner when you see that the dialogue option you would have liked just isn't there.
Wait, what? No. Why would I be writing dialogue options in my head before seeing the available options? That virtually guarantees that I would have the same problem.
No, I would never do that. I'm not an idiot.
With the paraphrase wheel, it can come at the same time when they don't list any paraphrases that fit how you figure your protagonist is feeling at that moment or a second later when you find that the developer has a different opinion than you about what a person feeling that way in that particular moment might actually say.
Am I supposed to be choose wheel options based on feelings alone? What's the point of the paraphrase then?
I've been trying to choose based on what the line says, which is of course hidden from me. So that never works.
How am I supposed to use the wheel? Paragon and Renegade are so poorly defined that relying on them alone works even less well than reading the paraphrases (the beginning of ME2 was a disaster in this respect). In DA2, the tone icons were so unhelpful that DAI gave us the option to turn them off (which I did, and it helped).
The full lines serve as alternative things the character can say. That's all they are. There's no intent or feeling inherent in them. In an extra option were added wherein the character could rant about how frightening bananas were, that wouldn't change anything unless you chose it.
How am I supposed to choose among the options on the dialogue wheel?
Incidentally, I asked BioWare this very question when DA2 came out (because I'd struggled so much with the wheel in DA2), and their responses were entirely unhelpful.