» Mon Jun 29, 2015 4:21 pm
I think we're talking about different things. I'm.interpreting it as a system where you assemble responses based on stored sound bites, rather than full lines of dialogue, and can preview your assembly before committing. The last of punctuation control, delivery, intonation or even contextual relavence in such as system would obliterate any immersion or cohesion in the dialogue mechanic.
If, instead we are talking about voice dialogue for the PC, but with a preview function (click and drag is out of the question) to double check the exact wording before your character actually speaks... Well, functional, I guess, but not particularly good. It's still clunky, basically forces you to listen to the same thing at least twice, and makes real-time conversation virtually impossible.
I don't really see any way to make such a system functional, let alone good.