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But to the point, let's consider that Railroad codename scene. What choices did you feel that you weren't being given?
I didn't fell like it was an attempt to trick me; I assumed the whole time they would be giving me a codename unless I decided to fight my way out of there. I was a little disappointed not to have a bigger list of names, though, since I do remember the larger lists for the aforementioned examples from Fallout 2.
Perhaps it's just the different impressions we got from that scene.
For me, the codename choice is just a way to roleplay, rather than something intended to shape the plot. One of the things I do find wrong with the dialogue in Fallout 4 is that they usually reduced the preview of what you're going to say to a single-word description, so I can't pick my reliably pick my preferred roleplay choice without saving and reloading. It's fine for me with the codenames because there the single word tells me exactly what I'm getting.
so they are lazy by adding something to the game but not lazy by keeping something out.
correct me if i'm wrong about my reading of this.
They could completly skip the dialogue and just do it like in Skyrim a short notes/holotapes with orders from Desdemonda (they are rebels after all) with mission/quest instructions where your chosen name shows up.
Skyrim example "I have set 200septims reward on head of SL freak, dead or alive" sorry but i dont remember exact text in those messages. The point is, it put your character name in "blank" space.
No voice actor, no voice, your nickname.
In my opinion if OP put litteraly what she says it is crazy. She says "you have a choice" then gives you 5 possibilities. She should have said something like "Here are nicknames we are willing to give you, pick one "BLUEEEEEEEEEEEEE".
One ♥♥♥ said, problem without solution is complaint not a problem, i gave you loosers and OP solution, now its a problem, stop rim jobbing Todd and discuss.
They still use that sort of thing for radiant notes that you find on bodies telling you where to go find drugs, weapons, and the like.
No voice is kind of a step backwards; at some point all this should progress to the point of using voice generation instead of prerecorded lines, allowing the game to parse pre-written sentences marked up with emotional emphasis using the voices of different characters. Not all games would benefit much from this kind of technology, but Bethesda designs exactly the kind of games that could make great use of it. Some day....
Remember when people understood that good and bad are entirely subjective, and people spoke without making gross generalisations, or pretending to speak for everyone? Yeah, they were good times...
You didn't give a solution, you gave an opinion and presumed we should all agree... Not seeing any solutions there, sorry, so youre part of the problem, and apparently in the rimming queue with the rest of us...