Maxor127 wrote:I think parser does allow more freedom. The first Police Quest is a good example. You had to have knowledge of police procedure and type out the correct phrases, but in the VGA remake, you just click in the right spot with the right icon, and it does the rest.
PQ1 might very well be the one Sierra game where this is true. It had strict police procedures to follow and a such, the parser interface required some knowledge of them.
However, the vast majority of Sierra's games had no recognizable procedures to follow. The KQ 1-4, SQ 1-3, LSL 1-3, and QFG 1-2 were all about simply interacting with the world. It didn't matter if you chose to type "grab apple" or click the hand icon on a visual representation of an apple. You got the same result, only without playing "guess which word the designer was thinking of?"
Maxor127 wrote:Plus, parser will let you type recognizable things that they don't even bother implementing in the icon interface.
True, but usually this had no impact on the game itself. Typing foul language or something completely psychotic into the parser may have been entertaining, but yielded no constructive value as far as overall game play was concerned.
Maxor127 wrote:And if you're always an observer even as a silent protagonist, then it's even worse as a voiced one because you have to choose what you want to say, and then watch the characters have a conversation with each other about it instead of speaking as if they're having a conversation with YOU.
I guess I don't have a problem with this since I grew up on Adventure games, where the character was never truly yours, just someone whose shoes you stepped into. You still controlled them, but there you saw them talking to people. The GK series is a good example of this.
In addition, you still saw (from a third-person viewpoint) your character "talking" to NPCs in DA:O. The main difference is your character stands like and acts like a mime, instead of a person who can have an actual conversation with another individual.
Maxor127 wrote:Bottom line is with a silent protagonist, I get to insert my own personality and voice into them instead of getting stuck with whatever personality and voice the designers decide.
I can understand the voice argument. Not everyone likes the voice actors and actresses BioWare chooses. I didn't like the male Shepard's voice in ME1, but he really improved in ME2 and ME3. Maia didn't initially like the female Hawke's voice, but she got accustomed to it.
Personality, however, is still dictated by the player. The responses you choose frame the character's personality. In fact, this was far more true in DA2 than in any of the ME games.
For instance, if you chose lots of sarcastic and joke-related responses in dialogue, your character would crack jokes and say silly things during combat. If you were serious in dialogue, he'd be serious in combat and so on. In many ways, I find that a lot better than the same canned comments that your character made in DA:O.
Maxor127 wrote:The freedom allowed by silent protagonists is irrelevant. What's relevant is that there's a difference between making a character from scratch and filling in your own voice versus using a premade character.
The only difference is your character has a last name and a voice. The rest revolves around stats, powers, abilities, spells, weapons, etc. All of that is still chosen by the player.