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번역 관련 문제 보고
The example that comes to mind is Alpha Protocol, which did some really nice things with conversation, like putting your responses on timers to reflect that real people won't just sit there forever while you think about your answer, and also making a failure to respond (or choice not to) an actual valid option. I think that stuff was wonderful. But I was never really sold on the way it presented your choices as just "Professional", "Suave", "Aggressive", etc. Sometimes Suave meant good-natured and jokey, sometimes it meant rudely sarcastic, sometimes it meant flirty, and the only way you find out was by choosing it and living with the consequences. I don't like that. That isn't me role-playing, it's the developer role-playing, and me guessing as to what they're going to do next. If it's supposed to be my character, let me choose what I'm going to say.
Games like Torment where the dialogue trees are deep enough and detalied enough that any normal person can truly find their role are very much the exception, so I was thinking of trying a few games that did away with the idea and just asked "So, you wanna be nice or naughty?"
But yeah, Mass Effect's paragon-renegade system was an absurd "no, we haven't learnt anything" statement, then there's things like Dragon Age being full of completely inconsequential lines and characters that let you buy intimacy with gifts. These days, the place Bioware games have in my life is as the equivalent of "screw it, I'm gonna order pizza" - trashy, indulgent "comfort food". Which is fine.
In any case, thread's not about me, sorry :) I can't think of other examples at the moment, best of luck though.
The interesting part to me was the choices weren't really moral choices, they were just, well choices I suppose. Far more liberating than making moral choices, since it's more "which of these scenario's is the most Kingly, which one will give me the least trouble etc." To be honest I'm a bit sick of the moral choices, naughty/nice dichotomy; I think it's a bit unrealistic to have every decision framed in that way.
Bioware ... yeesh they can get bad sometimes, generally the moral choices tend to the extreme and the "nasty" one's tend to be a cutting off your nose to spite your face type of nasty. Not many other alternatives out there that I know of, other than Torment which as far as I've experienced is probably the gold standard of dialogue in games I think.