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Post by bizantura on Aug 23, 2016 18:13:52 GMT
The idea is so passé.
On the other hand take Shepards voice away thru out ME trilogy, I would have a fit. No VA for protagonist of DA2 and I probably wouln't notice and this has nothing to do with both VA's, they are outstanding. Again no voiced protagonist in DAI and I would have a fit.
I suppose the writing of captivating a audience is paramount and for me totally lacking in DA2. I would immediately notice in DA2 if supporting characters were voiceless.
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Post by Indomito on Aug 23, 2016 22:32:35 GMT
I don´t think this will work on MEA. It´s nice for some rol games, but here, no.
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Sylvius the Mad
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Post by Sylvius the Mad on Aug 25, 2016 18:47:02 GMT
So I got to ask, for the instance of fairness, do you feel that there is any disadvantages to the silent protagonist vs the voiced protagonist? In theory, yes. I will concede that having the voice, all else being equal, is better than not having the voice. It improves the performance of the protagonist and makes it more fun to watch. But all else isn't equal. Not being able to choose the voice, and the tone, and the full line, all independently, just kills the voice. In order to implement the voice, we lose far too much. If I still got to see the full text, and got to choose the tone of delivery (independently from the line), and I could have a voice that actually suited the character I designed (which means a different voice for each character), then the voice would actually provide a net benefit. As the voiced protagonist has been implemented so far, having the voice means that I don't get to control the character of design the character's personality, which is the whole reason I play RPGs. Adding the voice, eben as implemented, may well make these games better at telling a story, but being told a story has never been something I was particularly interested in in BioWare's games.
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Post by vit246 on Aug 26, 2016 5:14:01 GMT
Hmm...a silent protagonist in this day and age. I dunno. A silent protagonist would be free of the restrictions and expenses of voiceacting and probably give us more dialogue and more in-depth dialogue. Not to mention it typically comes with Full Text so I'll never be surprised trying to roleplay. But its 2016 now.
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Post by our_lady_of_darkness on Aug 26, 2016 10:38:13 GMT
That would be a major disappointment for me. I don't think we can really go back to the silent protagonist after Jennifer Hale.
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linksocarina
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Post by linksocarina on Aug 26, 2016 14:03:08 GMT
So I got to ask, for the instance of fairness, do you feel that there is any disadvantages to the silent protagonist vs the voiced protagonist? In theory, yes. I will concede that having the voice, all else being equal, is better than not having the voice. It improves the performance of the protagonist and makes it more fun to watch. But all else isn't equal. Not being able to choose the voice, and the tone, and the full line, all independently, just kills the voice. In order to implement the voice, we lose far too much. If I still got to see the full text, and got to choose the tone of delivery (independently from the line), and I could have a voice that actually suited the character I designed (which means a different voice for each character), then the voice would actually provide a net benefit. As the voiced protagonist has been implemented so far, having the voice means that I don't get to control the character of design the character's personality, which is the whole reason I play RPGs. Adding the voice, eben as implemented, may well make these games better at telling a story, but being told a story has never been something I was particularly interested in in BioWare's games. Fair to that, although realistically it would be impossible to implement it the way you want, with total independence for each aspect of a conversation. Of course, I think the older games with silent protagonist were not designed with that in mind either, the full lines all had a tone to it based on the responses you get from the NPCs. You can role-play that is being a mistake on your character'sbehalf I guess, but from a design standpoint its an unintentional side-effect id wager.
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Post by themikefest on Aug 26, 2016 14:12:16 GMT
Just have everyone silent
A box shows up with different dialogue for the player to choose. The character, that is being talked with, responds with dialogue shown in a box. When walking around an area, black boxes show up on the screen of characters saying whatever.
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Draining Dragon
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Post by Draining Dragon on Aug 26, 2016 14:21:00 GMT
Yes, please.
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Post by Cyonan on Aug 26, 2016 15:26:34 GMT
In theory, yes. I will concede that having the voice, all else being equal, is better than not having the voice. It improves the performance of the protagonist and makes it more fun to watch. But all else isn't equal. Not being able to choose the voice, and the tone, and the full line, all independently, just kills the voice. In order to implement the voice, we lose far too much. If I still got to see the full text, and got to choose the tone of delivery (independently from the line), and I could have a voice that actually suited the character I designed (which means a different voice for each character), then the voice would actually provide a net benefit. As the voiced protagonist has been implemented so far, having the voice means that I don't get to control the character of design the character's personality, which is the whole reason I play RPGs. Adding the voice, eben as implemented, may well make these games better at telling a story, but being told a story has never been something I was particularly interested in in BioWare's games. Fair to that, although realistically it would be impossible to implement it the way you want, with total independence for each aspect of a conversation. Of course, I think the older games with silent protagonist were not designed with that in mind either, the full lines all had a tone to it based on the responses you get from the NPCs. You can role-play that is being a mistake on your character'sbehalf I guess, but from a design standpoint its an unintentional side-effect id wager. This is a point I usually bring up in the whole silent protagonist discussion. Assuming your own tone of dialogue can break how believable the characters in the setting are very easily. You can sometimes get away with it depending on the line and how crazy you want to go with the tone, but in a lot of cases the game will assume very specific tones of the dialogue and run as though you used that. Which just makes the people in the setting come off as crazy if you don't run with it as well and while I can wave that for one or two NPCs, it starts becoming a problem when it's half the city.
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Post by Sylvius the Mad on Aug 26, 2016 16:51:41 GMT
Fair to that, although realistically it would be impossible to implement it the way you want, with total independence for each aspect of a conversation. The independent tone would be hard. As DAI demonstrates, though, a neutral delivery makes that less important. A choice of voice should be doable, particularly with future technology. We shouldn't be too far from procedurally generated voices, and those could be customizable. And we know full text options are possible. That's the easiest one to fix, and there's simply no excuse for not providing such an option. It doesn't matter whether the feature was intended. The feature was there. I also don't see why we need to roleplay anything as having been a mistake.
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Post by KaiserShep on Aug 26, 2016 17:02:51 GMT
Just for fun (because this ship really has sailed hasn't it) but what if the Ryder trailer was a trolling cutscene for a protagonist that was actually silent? If BioWare did make the protagonist silent (incredibly unlikely as that is) would it have any advantages, or would the games market and players universally believe BioWare were off their head? Silent protagonists in dialogue-driven games are a thing of the past. Even Bethesda has jumped aboard the voice train. Playing the Silver Shroud quest in FO4 wouldn't be the same without the hilariously bad delivery of the Shroud lines. It always makes me smile when Sole Survivor tells Charlie "It is not wise to come between the Silver Shroud and righteous....justice!"
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Post by Sylvius the Mad on Aug 26, 2016 18:36:00 GMT
This is a point I usually bring up in the whole silent protagonist discussion. Assuming your own tone of dialogue can break how believable the characters in the setting are very easily. You can sometimes get away with it depending on the line and how crazy you want to go with the tone, but in a lot of cases the game will assume very specific tones of the dialogue and run as though you used that. Which just makes the people in the setting come off as crazy if you don't run with it as well and while I can wave that for one or two NPCs, it starts becoming a problem when it's half the city. It depends how predictable you expect NPCs to be. I don't find that NPC reactions make any difference to how I perceive the preceding line. For example, in DAO there's a line spoken to Leliana which was apparently supposed to be a joke, and Leliana reacts as if it's a joke. But my character chose the line as an earnest attempt to flirt with Leliana. She laughed. My character was shattered and embarrassed and didn't talk to Leliana again. It was a great moment. It didn't matter whether Leliana misinterpreted my character's intent. It mattered only that my character feared she hadn't, and had laughed anyway. And really, what matters here is the protagonist's intent more than the tone. The tone only matters insofar that it limits the range of possible intents. And the problem I have with the voice is that I can't tell when choosing the line what the tone is, so I can't tell which intents are incompatible with each option. Given that I know my character's mental state, the most important part of dialogue selection is avoiding incompatible options, but incompatible options are less identifiable the less I know about them. With the silent protagonist, I know the literal content (because I get to see the line), I know the intent (because that's always the player's invention), and I know the tone, and most importantly I know that those things all fit together. With the voiced protagonist, as implemented so far, I don't know the literal content or the tone in advance, so I can't know whether the line is compatible with my character's mental state. I'm aware, with every dialogue selection, that I'm guessing, and that's a huge problem. I shouldn't be aware of anything about myself when I'm roleplaying. I should be in-character. But almost every conversation in the ME series features a moment when my character says something that I would never have chosen had I known what it was. And I think we can all agree that's a problem. That said, when ME and DAO came out, BioWare explicitly drew a distinction between DAO's "first-person" roleplaying and ME's "third-person" roleplaying, and I have no idea how to make the third-person approach work.
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Post by Sylvius the Mad on Aug 26, 2016 18:39:32 GMT
Silent protagonists in dialogue-driven games are a thing of the past. Even Bethesda has jumped aboard the voice train. At least Bethesda lets us mod the game to turn the voice off. And see the full text dialogue options. You can't serve all players without empowering those players to create the game they want to play.
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Post by Cyonan on Aug 26, 2016 18:53:22 GMT
This is a point I usually bring up in the whole silent protagonist discussion. Assuming your own tone of dialogue can break how believable the characters in the setting are very easily. You can sometimes get away with it depending on the line and how crazy you want to go with the tone, but in a lot of cases the game will assume very specific tones of the dialogue and run as though you used that. Which just makes the people in the setting come off as crazy if you don't run with it as well and while I can wave that for one or two NPCs, it starts becoming a problem when it's half the city. It depends how predictable you expect NPCs to be. I don't find that NPC reactions make any difference to how I perceive the preceding line. For example, in DAO there's a line spoken to Leliana which was apparently supposed to be a joke, and Leliana reacts as if it's a joke. But my character chose the line as an earnest attempt to flirt with Leliana. She laughed. My character was shattered and embarrassed and didn't talk to Leliana again. It was a great moment. It didn't matter whether Leliana misinterpreted my character's intent. It mattered only that my character feared she hadn't, and had laughed anyway. And really, what matters here is the protagonist's intent more than the tone. The tone only matters insofar that it limits the range of possible intents. And the problem I have with the voice is that I can't tell when choosing the line what the tone is, so I can't tell which intents are incompatible with each option. Given that I know my character's mental state, the most important part of dialogue selection is avoiding incompatible options, but incompatible options are less identifiable the less I know about them. With the silent protagonist, I know the literal content (because I get to see the line), I know the intent (because that's always the player's invention), and I know the tone, and most importantly I know that those things all fit together. With the voiced protagonist, as implemented so far, I don't know the literal content or the tone in advance, so I can't know whether the line is compatible with my character's mental state. I'm aware, with every dialogue selection, that I'm guessing, and that's a huge problem. I shouldn't be aware of anything about myself when I'm roleplaying. I should be in-character. But almost every conversation in the ME series features a moment when my character says something that I would never have chosen had I known what it was. And I think we can all agree that's a problem. That said, when ME and DAO came out, BioWare explicitly drew a distinction between DAO's "first-person" roleplaying and ME's "third-person" roleplaying, and I have no idea how to make the third-person approach work. As I noted in the thread on BSN Prime there's still certain psychology that comes into play when we're talking about believable characters or not. When I assume my own tones of voice it can lead to a lot of inconsistencies in characters which leads to the whole thing feeling a lot more like a bunch of robots trying to act like people than it is an actual group of people. Any time the illusion that this isn't just a video game completely shatters that's the worst possible thing for RPing and immersion. Something like Leliana taking what was intended as a flirt as a joke is one of those "you can sometimes get away with it" moments, but what I'm talking about is over the course of multiple conversations with people. I expect NPCs to be predictable up to a certain point that one could have an established character just like any person you meet IRL and talk to on a regular basis. I may not be able to predict what my friend's reactions will be 100% of the time, but it's still significantly more accurate than me trying to predict the reaction of some random stranger. I expect NPCs to follow the same path as you get to know the character more. I may only have control over my own character in RP, but it still only works for me if the world around me behaves in a believable way. That includes other character's reactions to my actions and dialogue. As far as not knowing the tone of a voiced dialogue, that's something that should be indicated on the dialogue option itself with something like the icons that Dragon Age uses.
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Post by Arcian on Aug 26, 2016 19:43:37 GMT
Silent protagonists in dialogue-driven games are a thing of the past. Even Bethesda has jumped aboard the voice train. At least Bethesda lets us mod the game to turn the voice off. And see the full text dialogue options. You can't serve all players without empowering those players to create the game they want to play. They're obviously not looking to serve all players, or EA would be supporting modding the way Bethesda is. Voice acted RPG protags are now popular enough that developers are willing to pour money into it. In my opinion, silent protagonists made sense when most NPCs were silent. However, when literally everyone except the PC is a chatterbox, it becomes really jarring. Fallout 3&NV got away with it because the dialogue was in first person and centered on the NPC as opposed to the PC.
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Post by Sylvius the Mad on Aug 26, 2016 23:35:47 GMT
As I noted in the thread on BSN Prime there's still certain psychology that comes into play when we're talking about believable characters or not. I find the in-game characters to be about as believable as people IRL. Then again, I mostly learned about people and conversations from BioWare's silent protagonist games. I was awful at talking to people before BioWare cane along. I'm told it was painful to watch me try to order dinner in a restaurant when I was 20. I first played Baldur's Gate when I was 24. So perhaps I'm biased. I might think BioWare's silent protagonist dialogue matches the real world so well because my interpretation of the real world is strongly informed by BioWare's silent protagonist dialogue. How could you possibly tell the difference? We can't read their minds. I would agree, but that happens every time the protagonist says something I specifically wanted him not to say. The NPC reactions are way less important than that. How the NPCs react doesn’t even matter if the thing to which they're reacting is something I didn't choose. It's hardly the only example. I used it because it's one where I could actually see what the intended tone was, so I could draw a clear distinction when describing it. Most of the time, I have no idea (and I have yet to see anyone explain how I could have known). I think they are. I don't find real people predictable at all. That's actually one of my complaints with the tone icons. They make it unnaturally clear what the NPC reaction will be. It's like I can control NPC behaviour, and that's something I absolutely should not be able to do. To avoid the temptation to metagame in that way, I turned DAI's tone icons off. I wish I could have done the same in ME (and randomized the placement of each option on the wheel). We don't spend nearly enough time with the NPCs to get to know them that well. Surely having full text dialogue options would help with that. To be useful, those tone icons would need to be extremely precisely defined. And that's still way more limiting than being able to choose the tone independently. With the silent protagonist, I read the options, and often on first reading none of them are particularly appropriate. But then I go back and look at each one to see if there is any possible reading of each line which would work. Of those possibilities, I choose the best one. This is why the paraphrase is the biggest problem with the voiced protagonist so far. Without seeing the full line, I can’t tell what the line doesn't say. I also can't tell what form of speech the line is. Questions are extremely powerful dialogue options because they don't convey any information, so they're a wonderful non-commital answer when I don't like any of the declarative options. But with the paraphrase, I can't tell where the declarations are.
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Post by Sylvius the Mad on Aug 26, 2016 23:45:04 GMT
They're obviously not looking to serve all players, or EA would be supporting modding the way Bethesda is. Voice acted RPG protags are now popular enough that developers are willing to pour money into it. Which is why I argue so vigorously against it. On EA, I think they want to use one engine for all their games to keep costs down, and an unmoddable engine helps reduce post-release costs for MP games. I complain vigorously about that, too. I never found that jarring, because when I talk to the real people I don't listen to myself talk. I know what I'm going to say, so I don't listen to myself talk. The silent protagonist mimics this better. What's jarring is how I NEED to listen to the protagonist talk in order to find out what he says, even though I supposedly am that character. I'm inhabiting his mind, but I don't know what he's going to say. That's absurd. That's immersion-breaking.
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Post by SofaJockey on Aug 27, 2016 1:04:12 GMT
Truly this is now 'BSN' (appreciation of this discussion)
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Post by Cyonan on Aug 27, 2016 8:49:24 GMT
I find the in-game characters to be about as believable as people IRL. Then again, I mostly learned about people and conversations from BioWare's silent protagonist games. I was awful at talking to people before BioWare cane along. I'm told it was painful to watch me try to order dinner in a restaurant when I was 20. I first played Baldur's Gate when I was 24. So perhaps I'm biased. I might think BioWare's silent protagonist dialogue matches the real world so well because my interpretation of the real world is strongly informed by BioWare's silent protagonist dialogue. The thing is that I learned about people from talking to people IRL, and if the character in a game is believable or not is going to vary based on how well done they do it. Assuming my own tone of voice that goes against what the developer obviously intended I find can very frequently make those characters significantly less believable. If not for that fact, I would agree with the notion you've said multiple times that developer intention doesn't matter. I can tell the difference because people aren't 100% unpredictable. It's similar to the uncanny valley except instead of visuals, it's with behaviour. When something is almost but not quite there, it becomes very noticeable and off putting. Individual people can do it as well at times which is why I say it could be ignored if it were a single character, but it becomes far less believable when it's entire groups of people doing it. I would agree, but that happens every time the protagonist says something I specifically wanted him not to say. The NPC reactions are way less important than that. How the NPCs react doesn’t even matter if the thing to which they're reacting is something I didn't choose.[/quote] That's why dialogue selection menus need to get more accurate as to what exactly the character is going to say. NPC reactions are still important, as the setting isn't believable if the people don't behave in believable ways unless there is some kind of in-lore explanation for it. The best example for what I'm talking about is with Alistair and assuming that let's say half of the dialogue he responds to as though it were a joke is actually said insultingly while the other half are said jokingly. We'll also assume the same for the insulting lines, where half are said jokingly and half are said insultingly. This makes Alistair seems like he has multiple personalities, which is going to break the immersion for me if every NPC I hold conversations with is doing this. It's also going to make my PC seem that way as well, but that was clearly my choice. It works for you because you've already admitted that you learned most of your knowledge of Human behaviour from BioWare's older games which all had silent protagonists. That's going to be an extremely small percentage of people who are like that, though. You haven't really offered any reasoning as to why this would be beneficial to the rest of the people reading this thread who don't think like that. I think Deus Ex Mankind Divided has a pretty solid dialogue system. The actual options you click list the intention of the dialogue(ie. comfort, insult, goad, etc.) and when you mouseover them the tooltip tells you exactly what the character is going to say. Conversations in that game feel far more natural than most other games I've played. Having full text dialogue would help and I've never been against it. It's the silent protagonist offering the benefit of being able to choose your tone of voice that I'm calling into question. The icons would be as detailed as they need to be in order to convey the proper information, or just use text to tell you the tone(which is probably better because the icons can be misinterpreted).
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Post by Deleted on Aug 27, 2016 12:10:39 GMT
Honestly and I'm saying this without any joy nor sadness, I think silent protagonists went the way of the Dodo.
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luketrevelyan
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Post by luketrevelyan on Aug 27, 2016 15:46:51 GMT
I still think silent protagonists have a fit in Bethesda games. IMO they made a mistake in using a voice for FO4 and I think having a voice for Elder Scrolls would be a monumental disaster. Too many race options for that to work.
For BioWare games that are more story and character driven, having a voice seems more fitting. I hope we get multiple options again like we did for DAI though. That helped with having a voice fit my character and definitely added re playability.
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linksocarina
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Post by linksocarina on Aug 27, 2016 15:52:50 GMT
I still think silent protagonists have a fit in Bethesda games. IMO they made a mistake in using a voice for FO4 and I think having a voice for Elder Scrolls would be a monumental disaster. Too many race options for that to work. For BioWare games that are more story and character driven, having a voice seems more fitting. I hope we get multiple options again like we did for DAI though. That helped with having a voice fit my character and definitely added re playability. The bigger problem with Fallout 4 I found was pacing over the voice, although the voice had implementation problems. It told a story with narrative, versus finding your own narrative, like in New Vegas, which I would argue is the best Fallout game to date because of that narrative. It sort of forces a major theme and narrative onto you, one that makes no sense if you don't follow it first (someone stole my child) to at the very least, the third act. Once you hit the Institute, it gets that magic back, where you can forge your own destiny in a way thats a slow build, but a somewhat satisfying conclusion at least. The voice part just showed off a major weakness in how it was used; the wheel/dialogue was too stilted, too simplistic. All of the problems Sylvius talks about with voiced protagonists is basically what Bethesda did with Fallout 4, it was poorly used.
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Post by Cyonan on Aug 27, 2016 19:58:49 GMT
Honestly and I'm saying this without any joy nor sadness, I think silent protagonists went the way of the Dodo. When it comes to AAA releases, they kind of did. Although there's still some kickstarter RPGs with silent protagonists like the Shadowrun Return series and Pillars of Eternity.
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Post by Deleted on Aug 28, 2016 19:05:54 GMT
Somewhere, in the Andromeda galaxy ...
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Sylvius the Mad
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Post by Sylvius the Mad on Aug 29, 2016 14:19:46 GMT
The best example for what I'm talking about is with Alistair and assuming that let's say half of the dialogue he responds to as though it were a joke is actually said insultingly while the other half are said jokingly. We'll also assume the same for the insulting lines, where half are said jokingly and half are said insultingly. This makes Alistair seems like he has multiple personalities, which is going to break the immersion for me if every NPC I hold conversations with is doing this. It's also going to make my PC seem that way as well, but that was clearly my choice. I think you're jumping to conclusions here. Alistair could be so oblivious that he can't tell the difference between a joke and an insult (which is a problem I regularly see in real people). Alistair could be distracted by something. We already know thathe keeps secrets that gnaw at him (he's the King's son, he worries about his sister, etc.). For all we know, he has other such concerns he never mentions; they could explain a wide range of behaviours. As long as we can't read their minds, we can never know why they act as they do. This is as true in the real world as it is in the game, but at least in the real world we can get to know people better. In-game, we can only exchange perhaps a thousand words with each character. We also don't have any reason to believe that the Alistair in one playthrough is the same Alistair as in another playthrough, so we don’t get to compare his reaction to different tones for the same line. They can think like that, though. I don't have some unique ability to do so; anyone can use the same approach. The number of people you actually meet in the game is so small relative to the number of people in the setting, I don't see how they're behaviour could ever be this large percentage that concerns you. I look forward to playing Mankind Divided, though I worry about the action elements. The benefit is in being able to make a joke other characters don't get, or make an insult they miss, or generally not be limited to the forms of expression to which the developers expected from you. My experience in the real world is that people often misinterpret each other. That the characters in the game don't do that is a problem.
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