I remember reading that Yahtzee has always wanted to do the whole "real time interactions" with NPCs for a while now. I really really like the diea, would be brilliant to play. I think int he future we will most likely see this feature =]
You sound incredibly lonelyOdjin said:Great minds think alike. I had the very same idea as you Ben some time ago and am still preparing a system to put it to use. It's though a very difficult undertaking since dynamic dialogues sounds easier than it actually is. But nothing is impossible. I am too longing for a game where conversation is more than just pressing buttons. Something which might help and that I had in mind is to sort of "pause" the conversation. For example if you suddenly have a flash of what you want to ask you could pause the conversation to find the right topic to talk about and then continue. This would only be enabled if you need to quickly pull the topic around and otherwise you can use the real-time responses. When I get once a prototype done please be my guest for discussing it and especially improving it. Unless you are first of course
Heh. It's not quite the response I expected in this thread. It is an interesting idea, but I personally dislike the whole system for P&P and even moreso for digital gaming. It lets you use relevant statistics in social encounters (which has been a huge problem in pretty much any implementation of social skills) but forces the dialogue to fit the rolls and approaches. It makes realistic conversation more difficult by making it more complex, IMO.PedroSteckecilo said:Dialogue is one place where games really need to learn from the Pen and Paper world. Take my favorite Pen and Paper RPG of the moment, Burning Wheel. Burning Wheel presents a very interesting way to handle tense conversations, arguments and persuasion attempts called a "Duel of Wits" where you essentially verbally spar with your opponent, making feints, attacks and defenses with your words and pieces of your arguments, losing standing for things like repetition and granting bonuses for things like presenting evidence, making promises and even threatening your opponents. It has opened up a brand new method of handling social dynamics in Pen and Paper Roleplaying and a similar more electronically focused method could do just as well in the electronic world.
Modern Warfare 2. Really? No.obliterate said:So what's tommorow's review ?
It's really not that hard to retain information about the plot. Are you really going to tell me that you can't remember that the Chantry worships the Maker, Dwarves worship the Ancestors and the Paragons and the Dalish worship the "Gods"? If someone asks you who you worship, it's going to either be The Maker, noone, or a racial choice, and none of them would penalise you.ark123 said:Realism in in-game dialog would fuck up ANY game beyond repair. It would mean having to stay glued to the screen trying to remember really hard whether Grey Wardens are supposed to pray for Andraste or Thor in the five seconds it takes for the NPC to ask you who you worship. Thor? Quick Load. Odin? Quick load. It would mean you'd have to remember all those 9 novels worth of content off the top of your head and know it so well you'd be able to come up with answers in real time, or your F9 (quick load, for you non DA players) key would need to be exchanged after every couple hours of gameplay.
What does piss me off is that they can't get their heads out of their asses on the Generic Character Means You Identify With Protagonist principle. We know you guys can get decent actors to perform the dialog, why the fuck can't I get a british guy saying the dialog option I just chose? I would be ten times more likely to choose the often available "How about I kill you instead?" option.
Ah, I just want you to know that you just made me laugh.Loop Stricken said:And the shoulder buttons control your fingers.
Oh good, I'm not alone. I am trying to imagine trying to do a conversation mini game every time I just want some information before I wander off to stab things. Now imagine messing that minigame up as the minigames will get more challenging.Tears of Blood said:It was lookin' good.
Then Yahtzee gave us his idea.
I cannot see this ever working in a game. Ever. It has a high potential for rage.
Dialog trees are fine if you ask me, they just need a bit of refinement, and bit of fleshing out.