Ha! Sounds like you've been stealing my thoughts.
It honestly wouldn't be too hard to innovate the dialogue system. At the very least, if they wanted to maintain simplicity, they could implement, "Positive/Negative" responses with the D-Pad, which would work in a first-person sort of game, since you could use it in the world and not just in conversation. Up button is equivalent to your character saying yes, down button for no.
We even have a good model for mood/response/interaction that other developers could use. If the expression wheel system from Fable were implemented seriously instead of just being about farting, it could be very effective. If they combined that system with complex, scripted dialogue, it could flow quite well. Sure, that system doesn't give your character much of a sense of personality compared to seeing or hearing what they say, but choosing between three predetermined dialogue choices usually ends up making your character seem kind of schizophrenic anyway.
It honestly wouldn't be too hard to innovate the dialogue system. At the very least, if they wanted to maintain simplicity, they could implement, "Positive/Negative" responses with the D-Pad, which would work in a first-person sort of game, since you could use it in the world and not just in conversation. Up button is equivalent to your character saying yes, down button for no.
We even have a good model for mood/response/interaction that other developers could use. If the expression wheel system from Fable were implemented seriously instead of just being about farting, it could be very effective. If they combined that system with complex, scripted dialogue, it could flow quite well. Sure, that system doesn't give your character much of a sense of personality compared to seeing or hearing what they say, but choosing between three predetermined dialogue choices usually ends up making your character seem kind of schizophrenic anyway.