Juicing Up UX

The plan is to make it before the demo release. The interaction needs some juicing. Couple of months ago I shared with you my concerns regarding dice. TLDR; we couldn't come up with a satysfying solution to a problem of implementing a feature of a physical game in a PC game.
The best solution turned out to be... a solution to a completely different problem. As the interaction with NPC is our key feature, we weren't happy with the fact, that all the text was spawned immedately after selecting the appropriate button. Imagine searching for a suspect for few minutes only to interact with them by choosing a button, and reading a dialogue.
We believe that stretching the core experience will serve the pacing of the game. It won't affect the mechanics at all, but will make the game feel less rushed. You can remember from the trailer, that the whole interaction flow looked like that:

It consisted (actually still does) from:
1. Fading.
2. Zooming the camera.
3. Choosing a theme.
4. Choosing a method.
5. Displaying a result of the "dice" roll and presenting a dialogue.
How are we going to stretch it?
1. Fading.
2. Zooming the camera.
3. Playing a welcome animation.
4. Choosing a theme and displaying a pile of cards with possible answers.
5. Choosing a method.
6. Playing interaction animations. 7. Revealing a card from the pile. 8. Displaying a text response in chunks.
9. Displaying a result of the "dice" roll and presenting a dialogue record.
The points 6-8 are where the magic is going to happen. Hope you will be compensated for not being able to feel the plastic cubes.