Lostconfused said:
The real difference between a dialog wheel and a tree is that the wheel lets you choose the general direction of whatever the hell it is some character on the screen is going to ramble about and the tree lets you choose what the character you are playing will "say".
I don't think that's a difference; it's not as though you get to actually choose your dialogue. If you want to choose the 'nice' option, you're still going to be saying the exact same thing whether you select that phrase word-for-word or pick 'nice' and then hear that phrase spoken aloud. You don't get to pick, "Well, I'd
like to be a jerk here, but I'd rather insult his shoes instead of his hair." You're stuck with whatever the game gives you, one way or another.
Shake Appeal said:
This should be by design in any good conversation system. The results of your conversation choices should be at times and to some extent unpredictable, just as they are in life. The way ME2's 'conversations' shepherd (lol) you through one of two predefined scripts (unless you decide to play the game badly/less than efficiently) is the worst thing about them.
In life, it is entirely and exactly predictable that I will know whether I'm going to say something sarcastically or seriously, and whether I'm going to come across as being gentle/nice, nonchalant, angry, or what have you. This is the step where Dragon Age fails, but you could then make the argument that you also need to take into account the other person's reaction.
In that case, in life, conversations are more unpredictable when you simplify things to the level of simply what I say and how I say it, but are generally
not unpredictable when you take into account the subtleties of expression, body language, and so forth. Video games are a
long way off from properly modeling the latter (Bloodlines is the only game I know of that's even tried), and until it can be done, a good conversation system will
not try to model that sort of reaction in anything more than a simplistic, general way (ie: This woman does not like sarcasm).
A conversation turning out unpredictably because you didn't notice an important detail about the way your conversation partner behaves can be good. A conversation turning out unpredictably because of shit you had absolutely
no way of knowing beforehand (say, "If I say these exact words, am I going to say them in a way that makes me sound like an asshole, or not?") is complete and total garbage. Edit: So I'm not just stating that as if it's a fact, it's garbage because it become indistinguishable from a game populated entirely by robots who, no matter what you say to them, determine their reaction with a random number generator.