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b0rsuk wrote: Also, make it possible to stop the conversation by simply walking away. This could make your conversation partner angry - unless you come back very soon (to prevent accidents). Then the NPC would continue from the last sentence. I know Titan Quest can do something similar, but there NPCs don't care if they're heard or not.
Sub-Human wrote:'So, the Mayor's wife is kept hidden in the gang's HQ. You gotta rescue her. There are two entry points - here... Wait, come back! Come back!'...
(After aimlessly wandering for a week)
'So, as I was saying, there are two entry points - here and here...'
RoboRevolution wrote:It'd go a long way toward making NPC's seem like actual people for sure.

I can explain it to you, but I can't understand it for you.
b0rsuk wrote:Sub-Human wrote:'So, the Mayor's wife is kept hidden in the gang's HQ. You gotta rescue her. There are two entry points - here... Wait, come back! Come back!'...
(After aimlessly wandering for a week)
'So, as I was saying, there are two entry points - here and here...'
That would obviously qualify as "long enough" to make him angry.
b0rsuk wrote:You meet an PC pointing a gun at you:
"Don't come closer or I'll shoot you !"
In Wasteland 2, it could be:
Option 1: say "Please don't hurt me !"
Option 2: just walk closer or defend yourself.
It's not very old-school ...

b0rsuk wrote:I don't think any old school gamer would complain.
I can explain it to you, but I can't understand it for you.
Tagaziel wrote:... much like the system in Skyrim (whose only real change was that conversing didn't magically stop the entire world around you). Normal dialogue trees with the ability to end dialogue at every branch suffice. Kind of like in Planescape: Torment.
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