Yeah no.Juggern4ut20 said:The dialogue wheel is just a garbage tool to streamline the choice system (for consoles perhaps i dunno) and the one DA2 had was even worse. It went so far as to add little stupid symbols just in case the player was too stupid to figure out what the response was implying. So instead of choosing a dialogue based on the actual words, without knowing how the NPC will react, you choose based on which reaction you want from the NPC. Someone whom can't read a word of english could romance any of the NPCs by simply knowing what the heart symbol implied. That in my mind is weak.
The Dialogue Wheel got rid of the archaic choice listing of old. The listing didn't give much variation for finding the dialogue choice I wanted for the response I wanted.
List example:
1.) You are a bad guy, I sorta don't like you.
2.) Not sure if you are a bad guy, I'm not sure if I like you.
3.) Look a bad guy, I'm more bad, but I still will do away with you.
4.) Questions to determine if bad guy is bad.
5.) Other questions.
That list is a gray area. You have a sort good choice but it is hard to tell, a puzzled rather that than a neutral, and something could be intended to be bad but sounds partially good. Then you get the questions, and some times those questions would change the conversation permanently so you couldn't go back.
Other times they would add more than just three answers to it and spread them even thinner on the ambiguous gray area. I would have to spend 3 to 5 minutes deciding which one would give me the outcome I might be looking for, and many times it didn't, I had to load and do the whole long conversation again. This eats up precious game playing time, and breaks the flow of the game and story.
With the Dialogue Wheel, if I want to be good, I always pick the top right dialogue answer, middle for smart-ass/neutral, and the bottom right for the forceful bad/evil opinion. The questions are delegated to start on the left and can enter a section that fills up five places on the ring and I get five questions that further the story and then I can always come back to the main alignment answer. A player can hit and see every question and dialogue piece that fits with his or her alignment. Players can immediately find the dialogue choices they want. Instead of studying the choices for minutes and sometimes having to end up restarting from the last save, players get what they want fast and be able to keep the story flowing and the game moving.
I have a four year English degree and I took many classes on storytelling. A writer shouldn't over complicate things with too many choices in thinking and confuse the reader with ambiguity. The faster the points are shown for the people reading and experiencing the story, the more enjoyable it is. Those were words to live by for a writer from my old creative writing professor.
The DA:O dialogue makes things ambiguous and makes things uncertain for the reader/viewer on what could happen. Such things can ruin stories. I know it mess up how I view stuff in that game. That is why I liked DA2's the storytelling better.