They scrapped the karma system and implemented the feature into the dialogue which is now more dynamic.
Left = Positive, Right = Negative, Top = Investigate and bottom = Proceed (goodbye etc).
And based on your choices your character will change.
That's a LONG list. It's a shame the devs didn't get the time they needed. Though, It would have been a bit silly having outdated Gamebryo New Vegas being released at the same time as Creation engine Skyrim.
Makes me wonder if the reception would have been just as good for FO3 if these things were implemented and ample time for bug testing was given.
So, it's almost exactly like Mass Effect then.
Oh.
Which some have a problem with sure, but personally I do not.
I'm not much of a role-play freak unlike some others though.
The context leaves little room for ambiguity. Codsworth asks if you would like him to rustle up some food, and "GET FOOD" is the only option that goes with "Yes."
Yup we needed another option for "Get food, a fork, knife and a bib"
In most cases, yes. Although I gather that the "director's cut" of Alien was only created at the request of Fox film studios for the DVD release, and Ridley Scott actually preferred the original theatre cut (unfortunately I can't find any direct quote, only references to his comment).
But I think my point about movie test screening still stands , and that sometimes it's reasonable for storytellers to correct their mistakes in light of audience feedback.
I suppose it comes down to a question of what kind of commercial model is an artist working to? There's the commission model, where basically what the customer says goes, and if the customer is paying enough they can say anything they please. Then there's the completed-work model, where the artwork is finalised and done, and if the customer likes what they see they can pay for it. I think it's reasonable for game developers (who are selling something between a technical product and a mass-market work of art) to follow a revision model, where the product as it has been delivered can be altered and changed in response to customer feedback.
Within reason, of course, as there's still a cost associated with delivering revisions - in terms of finance, credibility and reputation. There are also gains to be made, and I'd say it's for developers to balance the costs and the gains.
Should there be an outcry against the new dialogue system after the game has gone live (so to speak), and Bethesda see a potential high cost in terms of lost goodwill and reduced sales of their next game, then why shouldn't they respond to that? I mean, it's not as if tweaking the dialogue system to show options that are more representative of the spoken lines would undermine the basic integrity of the game, is it?
I don't think it's wrong for a dev to change their approach for audience feedback; but not after the audience has time to experience it. Plus, a lot of the changes they make from DLC are done in a way that makes sense and still gives Bethesda the opportunity to add new content; Broken Steel "fixed" the ending by adding more content after the ending, Dawnguard "fixed" vampirism with a storyline dedicated to vampires (as well as improving lycanthropy and adding crossbows to boot, which was a nice touch). If the dialog system is fundamentally flawed, they can't just fix that with new content (although the dialog in the new content may be an improvement). Like, Oblivion was criticized for having nonsensical level scaling and enemy spawns that made little sense; the DLCs didn't fix that, but the way enemies and locations were distributed in Shivering Isles made a lot more logical sense. Skyrim got some flak for having linear dungeons and ridiculously easy "puzzles"; the level design and puzzles in Dragonborn were a huge improvement.
But Bethesda was aware from day one about the concerns over a voiced protagonist, and that they still wanted to try it anyway. And we haven't seen much dialog, and we haven't even played any of it. If it's that bad, they'll improve it or try something new for their next game.
You sound like someone that has never opened the CK, much less modded. Such a mod would be a PITA to make, but should be very doable. The hardest part will be the changes to scaleform, since so few seem to have experience working with it. With how lines are linked in the CK its going to be nothing but a quick copy/paste job the majority of the time. The only thing you will need to worry about are character counts. So longer lines will need to be boiled down to a 'gist' but by and large those should be the minority given the dialogue examples we have seen thus far. Honestly don't be surprised if it doesn't come bundled with the first UI overhaul to make it better on PC.