Mort2 wrote:So how do you make unique and interesting characters given that you are generating a character using a character creation system? Don't get me wrong, it's totally possible. It just needs to be well thought out and hopefully things we write here will give the devs some ideas to work with.
Indeed, the crux of this topic...
So looking at dialogue (and bearing in mind there are other elements that "humanise" a character).
People tend to speak either to initiate a conversation(or a topic in a conversation) or as a response to something someone says or does.
Being that 1 side of the conversation will always be "computer" controlled, the speech patterns should be able to be developed.
For me it breaks down into
Who - Which character says it - This is mostly player choice. However there may be elements that effect the who. This is closely linked to why
Why - Why is it that particular character as opposed to another - Kind of linked to Who, but more specific, as in this specific skill or level of skill, or attribute, or trait or background, causes this specific bit of dialogue to occur.
When - When do they give the option to say it - So also linked with Who and Why. This structures when a character says something. So some elements might be available throughout the conversation, but others might only occur after specific circumstances have been met.
How - How do you make the character say something that is generic, but unique sounding. This is the big one. It would need to be pretty complex, but essentially certain elements of the "creation" should provide a baseline character interaction. Then this should be modified by "traits". Then during dialogue this would be further modified by checks on specific skills/attributes/traits/backgrounds related to the conversation.