You don't get to choose your tone or your words, just a vague direction you want the conversation to move in. In Mass Effect, you're picking a vague paraphrased options which are often labeled as 'good guy' 'bad guy'. You can very easily go through a conversation and end up selecting options that give you both dark and light side points given your role playing. The characters react to your exact choice of words and there are shades of good/bad choices that give different amounts of good/bad points at multiple parts throughout the conversation. You're picking exactly what you say (and often how you say it, which is a testament to the quality of writing that it conveys the tone so well through text alone). And once again you seem to only be focusing on outcomes when that is so far removed from the point of the conversation itself.Įven in KOTOR, where it can be obvious which choices lead to good/bad outcomes (And this is ignoring the post earlier with the very cherry picked sections to show only binary options compared to the majority of conversations that have multiple points with more than those) you're still navigating the conversation organically.
This is my entire problem with the dialogue wheel in that it clearly labels your choices. Click to shrink.The video itself says it falls short in the final step.