Here is how I would design a dialogue wheel for an RPG so as to not lose anything: The basic interface is a wheel with up to 8 spokes, in in the 4 cardinal and 4 diagonal directions. A selection is chosen by holding in a direction and then hitting the "interact" button. The world pauses for you to talk to people because development resources are better spent on facial animations (e.g. making eye contact) than "coming up with ways to shoot people mid-sentence." When the controller is in a neutral position, each active spoke has a brief summary of the the basic meaning of the response (e.g. "yes", "no", "what's a deathclaw?" "[threaten]", [invoke Institute status] etc.) possibly with an icon to go with it. Highlighting a response creates a pop-up that gives the exact text of what the character would say if that option is chosen. This is potentially effectively more efficient than listing all the options since players can quickly eliminate the things they don't want to say by looking at the summaries and instead simply read the ones they are interested in. Pretty much the only thing you're going to give up here is that you can't have more than 8 responses, and you have to interface with the game in order to read them all. But it's probably a better option for people playing on a controller than "scrolling through a list". But putting your dialogue options in a circle really isn't any different than putting them in a line, since a circle is just a line whose endpoints have been joined.