As to whether the user will ever be satisfied with the finite number of options he’s given, I don’t see a problem there at all. Certainly you’re not permitted nuance in such an arrangement. But you should have all dramatically reasonable options. Besides, if we gave you some system where you could apply nuance so that you could say, “I’m going to say this with a slightly sarcastic tone of voice,” the infra- structures for that would be ghastly. It would make the game very tedious. So I feel that the only way to do this effectively is to confine it to a menu structure. In fact, there are some games that have implemented nuance as their primary modality of interaction. In these games you’re interacting with someone and you’ve got these sliders: one is for forcefulness, one is for humor, and another is for charm. But that’s all you get. You respond to someone with this much forcefulness, this much charm, and that much humor. I’ve been tempted for quite some time to build something like that into the Erasmatron. But the problem is, first, coming up with some generality, and second, keeping the interface clean and usable. Right now, with the simple menu you need merely look, see, and press. I think that’s important for a mass medium. The sliders for tone are for game aficionados.