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Thoughts about dialogue trees

Skills, Attributes, Combat, Party-based Gameplay and other Mechanics

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Re: Thoughts about dialogue trees

Postby Elandryl » May 6th, 2012, 2:09 am

Gizmo wrote: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.


Elandryl wrote:Well, let's imagine a game working as you want it to work: At the beginning, you create a team of characters, carefully choosing all their skills. Then you start, and you watch them do everything. Each time they level up, you choose wich stat to upgrade, and then you continue to watch. If your characters succeeds in finishing the game all by themselves, congratulation: you chose the right stats.
I'm sure that would be an interesting game. But certainly not a RPG.


I think we agree about that.
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Re: Thoughts about dialogue trees

Postby suz » May 6th, 2012, 2:29 am

Progress Quest seems to be a good example of the mechanics described, but not a good example of what wl2 should strive for, imo.
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