I can see Yahtzee's point here.
Sure, the player would be less capable of directing the conversation by nature of having it play out and simply hinting a direction he would like it go, but it would at least seem more realistic.
Comparatively, our Dragon Age style conversation trees are more like prodding a database which has an agenda of trying to be entertaining so it'll hold the really good information behind the right combinations (assuming such really good information exists.)
Plus, when push comes to shove, aren't we just trying to get the NPCs to unload any and all useful information they have? Might as well just have them start talking and "uh huh" our way through until they're done dumping. It might even be a whole lot quicker than having to read the responses and select them.
Here's an idea for a conversation model: instead of having the buttons correspond to attitude and I want to leave, have the buttons correspond to openings and I want to leave. When you're talking with the NPC, if you're paying attention the NPC will mention something and you can choose to prod them that thing they just mentioned in real time. It's like:
NPC: "Oh, life here at Cotsberry was all well and good, except that time a dragon ate my wife, and the other week-"
PC: "About that dragon..."
NPC: "Oh, right the dragon was a terrible firebreathing monster, ate not only my wife but half the town guard before retreating to its lair, it reminds me of a story-"
PC:" About the dragon's lair..."
And so on. Of course, you realize what we're talking about here is conversation quick time events, but hey, you did want it to seem natural.
Sure, the player would be less capable of directing the conversation by nature of having it play out and simply hinting a direction he would like it go, but it would at least seem more realistic.
Comparatively, our Dragon Age style conversation trees are more like prodding a database which has an agenda of trying to be entertaining so it'll hold the really good information behind the right combinations (assuming such really good information exists.)
Plus, when push comes to shove, aren't we just trying to get the NPCs to unload any and all useful information they have? Might as well just have them start talking and "uh huh" our way through until they're done dumping. It might even be a whole lot quicker than having to read the responses and select them.
Here's an idea for a conversation model: instead of having the buttons correspond to attitude and I want to leave, have the buttons correspond to openings and I want to leave. When you're talking with the NPC, if you're paying attention the NPC will mention something and you can choose to prod them that thing they just mentioned in real time. It's like:
NPC: "Oh, life here at Cotsberry was all well and good, except that time a dragon ate my wife, and the other week-"
PC: "About that dragon..."
NPC: "Oh, right the dragon was a terrible firebreathing monster, ate not only my wife but half the town guard before retreating to its lair, it reminds me of a story-"
PC:" About the dragon's lair..."
And so on. Of course, you realize what we're talking about here is conversation quick time events, but hey, you did want it to seem natural.