See? This is what I meant with "good reasons" for keywords/paraphrasing. I understand you, and I think is perfectly reasonable.

But even in this case, I believe compromises are achievable. For example, by using keywords and the full lines -something like Deus Ex HR, with hovering full lines when you were to select the keyword-. I guess you could say the "wall of text" is there, but you have a reliable keyword to ignore it, with the natural pace of dialogue following.

Edit: To Joram: The icons-mood idea is great in paper, but the result... It certainly adds flavour to the keyword and its ultimate meaning, but it does not solve the problem -the player still does not know what is going to be the final sentence, and selecting answers becomes a mechanical endeavor (you select moods, rather than sentences with meaning).

I say this because Dragon Age 2 use this system and I found it extremely irritating.

Again, I think there are better compromises.

Last edited by Zerael; 03/04/13 09:16 AM.