I still don't get the resistance to the current dialogue setup. It lets you fill in the blanks, like you're reading a book, and it uses asterisks for third person, which was the standard fare for many years in many classic RPGs, including Icewind Dale, Baldur's Gate and the critically acclaimed masterpiece Planescape: Torment. The options they give you still reflect a sense of humor, from the Rogue option that saves Elodi to the Jester dialogues throughout the game, they still reflect great writing and say things I wouldn't have thought of, and as a bonus, they don't do it in a way that I could see being out of character, or weirdly worded, or any number of other complaints that I had with the previous system. I've yet to see anything bad about the new system when I compare it to the old one, and most of the opinions in this thread are things like
I feel they are unnecessary and just make dialogues clunky and difficult to read
which is not my experience at all,
This kind of dialogue makes me feel distant from my character
although it makes it much easier for me to connect to mine,
there are tons of words and texts that bring no value
which I cannot find an example of,
It constantly pushes me out of immersion
which, once again, has never been the case for me, as it makes me feel more connected to my character than when they are saying something specific. As an example, when my character says something like "Clean the wax out of your ears, and I'll tell you all about it!" after killing the ghoul that guards the lighthouse. My character is a psychopath. They kill guards for the thrill of it, they loot people's houses for money, and they are constantly foiling quests such as the Mayor's quest, and Desdemona's quest. I want to tell them about it, but certainly not in a buddy-buddy way that makes my character seem eager. In a third person dialogue system, that is no longer an issue, as I can just "tell them the story in grueling detail", which is exactly what I wanted to do. I want to tell them all about it, then tell the Captain that I did all the work when they take credit. Because that is what my psychopath character would do, and did do.
it feels distant, inpersonal, like you're just an impartial observator rather than that character
Well, I find myself able to get into it. I find that third person allows me to play the character from their own perspective. In real life, I don't think "I'm going to say 'My, what a fine blouse that is! Back in my grandmother's day, that style was quite popular, as the waves of Irish immigrants into the area where she lived caused it to really be the thing back in the day!' " I think to myself, "say something about her top and how it looks like my grandmother's". With third person dialogue, I feel as though I can say what they are thinking, or what they intend to say, not what specifically comes out of their mouth. Because I often don't want to do that.
The list of arguments that I feel does not apply to me or that I cannot sympathize with just goes on.
Only Lightzy's example, from Planescape Torment, is something I can get behind. Torment had amazing characters, and I really felt like I was playing one. This is probably why tag lines are specific, and not third person: because playing a specific character a specific way is the intention there. When writing lines to fit all playstyles, I find that third person dialogue just works so much better for me personally, and really hope that they keep the style the way it is.
But, as with everyone else here, this is merely my opinion. And that is all I can offer. I like that people are giving specific reasons as to why they have their opinions, though. It offers me a great deal of perspective when trying to see where they are coming from.