Saint_Proverbius said:
You can put your foot in your mouth with people you think you know well, just because you don't know every little fascet of their personality. You can say something that might annoy them, even though it wasn't your intention in the first place. You thought you were asking a harmless question, or making a harmless comment. Maybe the person is just touchy about some things and you didn't know it.
The moron indicators basically remove any type of interesting exchanges in dialogue simply because you know exactly what the result of the dialogue choice will be before you click on it.
And that is where I disagree with you SP, pure and simple. From what I've seen of the game, the 'sword' icon doesn't indicate any particular outcome it indicates
INTENT. It is letting you know that this dialogue option is for thugs, for characters who don't have the wit or inclination to 'play nice'. Clicking on this icon means your character is
trying to frighten, bully or intimidate the person they are talking to. It is not just a 'click here for combat' icon as you and others suggest. I've had that from the horse's mouth. Cabal has said that the sword icon does not automatically lead to combat, that it can have both negative AND positive outcomes. That doesn't sound like a mindlessly predictable system to me. Do you agree or disagree?
You seem to think that ONLY options marked with a sword icon will negatively affect the outcome of the dialogue. I don't believe that is the case. That would be too simplistic. I'm sure there are plenty of unmarked options that will tick off some NPCs in some situations - leaving plenty of space for 'touchy' areas in dialogue to catch the unwary.
Some of the screenshots for instance show that you often have the opportunity to ask about magic in Nueva Barcelona. Seeing as this is the centre of the Inquisition's power, don't you think being too nosy about magic might tick some people off? I didn't see any 'sword' icons next to those questions either. I think the dialogues still have some surprises.
Voss said:
if you have well written dialogue there is absolutely no need for the icons
No need? Possibly, from YOUR point of view at least, that doesn't mean it applies to 100% of the planet's population though. Following your logic, there is no NEED for the male/female icons on toilet doors if you CLEARLY write 'MEN' and 'WOMEN' on them as well. Still, plenty of places do that, and I don't feel like a moron using the toilet.
So while there is no need, doesn't mean there is no REASON for them being there. Let's look at the dialogue icon system as a whole rather than focussing on the usefulness or otherwise of individual icons.
Several people have agreed with me that the skill icons (speech, barter, etc) do at least have some reason for inclusion. So, if you have already given up some interface real estate to those icons, why not put in a few more? Does having an easily recognisable 'exit' icon hurt things all that much? The quest icons seems to mainly be just an extension of the whole journal system that is accepted in many RPGs. That leaves the 'sword' icon that seems to give you guys so much trouble. (See above for my views on that score.)
So if you are using up screen space for some icons, why not throw some more in? In my view it doesn't innately hurt the game, and who knows some people might find them useful. Yes, I know YOU don't, but that doesn't intrinsically prove they are totally useless as you are a fairly small statistical sample.