What you could do was play non-lethally, or avoid combat, or murder everyone, or save your brother or not, or kill Manderley or not, etc. You get the point. Any role playing happened in your actions during gameplay, not in a dialogue choice. That's how it should be.
It's a sad, ugly notion that a person could choose how to enter a building, but not how to respond in conversation. The simulation should cover this as well. A lot of us (though most of you seem to have forgotten) like the simulation. We like to mine NPCs for information and make choices in conversation. It allows us to roleplay further. It allows us to learn more about the world from those who live in it... or so the simulation would have you believe. It's beautiful when done well, and important.
If you don't like to talk in games, you can choose not to do it very often. But I can't choose
to do it if the game is overly shallow in these areas. A deeper game-world is always preferable.
Pinky, since you're so adamant that a dialogue system could work really well (if taken to "the next level"). What would it be like?
What would be your ideal dialogue system?
lol. I feel a dialog system would work well if taken to the same level it's been for ten years.
You think they're terrible, and I simply expressed a belief that a studio like this could maybe do a better job and make it something you could stomach. I don't know how they would do it. But I'm not of a mind to believe anything is as good as it can possibly be. There's always room for improvement.
Player-driven Conversations, dialog, verbally interacting with the inhabitants of the world... these are the things that connect me to the world, not just the events. What's the point of shaping this world if you have no real connection to it. If all the people of the world are little more than an idea, if you can't walk up to one and have a chinwag, the game feels small and insignificant and sadly hollow. Balder's Gate II, KotOR, Deus Ex... these were games that made you feel connected to the people and land.
You put a deep, richly wrought dialog system into a title like Dishonored and you've got the best game ever made.
