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MDF wrote:snip
undecaf wrote:Nah, I like to have long, well written converstations with interesting characters. Questoning their motives, hearing about their reasonings as to why X is X. That stuff adds tone and intrigue to the gameworld more than distracts and takes from it (options with and without skillchecks, both should be there).
mina86 wrote:undecaf wrote:Nah, I like to have long, well written converstations with interesting characters. Questoning their motives, hearing about their reasonings as to why X is X. That stuff adds tone and intrigue to the gameworld more than distracts and takes from it (options with and without skillchecks, both should be there).
+1. Furthermore, things you can say, and responses you get, may depend on your skills. In fact, in most RPG games I can think of, they do.
Azriel wrote:Oh, I don't like this idea. I like having really long dialog options and many branching dialog choices based on my skills. That is part of the fun! I really hate this modern age where everything has to be cut down to simple sentences and simple two choices. I want to play the character(s), not have the characters do what they want with me only guiding them around the sims style.
alex wrote:MDF, I disagree with your ideas for implementing this both outside and inside conversation. The main issue here is that skills shouldn't be, themselves, the point. Instead, they are an interface. They determine some of your character's capacity. They may say if you can or can't open a locked door. But the point of the game isn't to have a good array of skills, that is just the first step. The point is using those skills well.
alex wrote:That said, I don't mind if our dialog options are shorter and more generic like, say, Ultima 7. While longer and more charged options can work very well in a game like Planescape: Torment, Wasteland has a very different focus. Still, I definitely don't want skills to be used automatically, in dialog or outside it.
Azriel wrote:Oh, I don't like this idea. I like having really long dialog options and many branching dialog choices based on my skills. That is part of the fun! I really hate this modern age where everything has to be cut down to simple sentences and simple two choices. I want to play the character(s), not have the characters do what they want with me only guiding them around the sims style.
Azriel wrote:I get that wasteland was different, BUT it was the FIRST game that started a trend. Things have changed some in RPG's and a lot of people do want more control than pushing some characters around with no interaction/control besides being their taxi. I get enough of that in modern games, I want to TALK and INTERACT with characters and have DIALOG CHOICES, AND READ DIALOG and feel I am actually doing something. Otherwise we might as well be playing a modern eaware game where you don't actually make choices and all roads leads to rome. OH, I am totally with putting sex and violence back in to the game.
MDF_MadDogFargo wrote:Here's how conversation should work in a video game. You press a button. The characters talk. There doesn't need to be all kinds of wrong conversation options.
MDF_MadDogFargo wrote:what the characters say to each other shouldn't depend on which dialogue option you choose. It should depend on their skills and attribues. Your job is to build up their skills and attributes.
MDF_MadDogFargo wrote: The characters talk. You don't talk, you build the character.
Dialogue trees are overrated! Moreover they are usually very cheesy, unconvincing, and boring. Here's how conversation should work in a video game. You press a button. The characters talk. There doesn't need to be all kinds of wrong conversation options. The game can save space and boring us to death by storing only the correct conversations but requiring us to unlock them by building our characters the right way.
Elandryl wrote:Ok, I don't know if this is supposed to be a big, fat ugly troll, but I've got to tell you that what you said is actually the supidest thing I've ever heard in the history of the world.
Are there games that have an automatic 'search' button?... If you mean like Baldur's Gate (for example)... That is dependent on their skill.MDF_MadDogFargo wrote:Whether the characters notice something or not should depend on the attributes and skills of the characters, not you pressing a [SEARCH] button.
I cannot agree with any of the points and statements in your post. The reason is simply that this removes all aspect of role playing... What you would have in its place seems to be like a Domino chain, where you set it up, and then watch it fall down; that's not an RPG IMO.As my characters explore the map, they should make appropriate observations as we go along. If their skills are developed, or if they have the right skills, they will say things or do things on their own. The game can give me a snapshot of them overturning a rock, or whatever. I can imagine that they do that sort of thing all the time. I don't need all the details unless they come up with something special. When I've improved their abilities I can come back around to see if anything has changed.
Likewise, what the characters say to each other shouldn't depend on which dialogue option you choose. It should depend on their skills and attribues. Your job is to build up their skills and attributes. If your party encounters a character with while your party has weak conversation skills, they should get a different dialogue from the character than if you come back later with better conversation skills. The characters talk. You don't talk, you build the character.
Dialogue trees are overrated! Moreover they are usually very cheesy, unconvincing, and boring. Here's how conversation should work in a video game. You press a button. The characters talk. There doesn't need to be all kinds of wrong conversation options. The game can save space and boring us to death by storing only the correct conversations but requiring us to unlock them by building our characters the right way.

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