Dialog in games has different functions. Getting info, getting people to do things and giving the player the opportunity to say things that are in character.
I completely agree that for just getting information that you need anyway, a conversation is useless. I just don't think that solely for this purpose, a mini-game is useful. Just give the information and get on with the fun stuff is also an option.
For the purpose of manipulating people and being in character, conversation is just fun sometimes. I don't see how you can make a game out of being in character, I think thats just the fun part of saying things your way.
Getting people to do things is a place where a game could be fun however. Finding out their soft spots, winning their trust and manipulating them seems like a fun game element to me. Obviously, getting information about them (maybe from others) could be part of the game here.
It seems to me that conversation is a matter of intelligence and social skill, and making it into a game of manual dexterity is not the solution. I do think that we should think about other conversation possibilities. It could really improve the current situation.
How about the following mini game as a possible solution:
As you talk to someone you can start working towards some conversation goal like boosting your reputation, getting some item or getting the NPC to perform some task. Smalltalk or talk with others can provide you with conversation options to reach your goal (option +1 for each success). Saying the wrong things can decrease your options or success (-1 per mistake). In easy conversations you only need a few successes and in harder ones you need a lot.
Other option:
Reaching some conversation goal requires adequate responses, as you give more adequate responses a meter fills up until finally you reach your goal. Different conversation choices could have different amounts of progress towards or from the goal.
The thing is that failing to get someone to do something that you absolutely need and that no one else can fix for you, effectively stops the game in its tracks. So you have to wonder if you want to make that into a game you can loose.
I completely agree that for just getting information that you need anyway, a conversation is useless. I just don't think that solely for this purpose, a mini-game is useful. Just give the information and get on with the fun stuff is also an option.
For the purpose of manipulating people and being in character, conversation is just fun sometimes. I don't see how you can make a game out of being in character, I think thats just the fun part of saying things your way.
Getting people to do things is a place where a game could be fun however. Finding out their soft spots, winning their trust and manipulating them seems like a fun game element to me. Obviously, getting information about them (maybe from others) could be part of the game here.
It seems to me that conversation is a matter of intelligence and social skill, and making it into a game of manual dexterity is not the solution. I do think that we should think about other conversation possibilities. It could really improve the current situation.
How about the following mini game as a possible solution:
As you talk to someone you can start working towards some conversation goal like boosting your reputation, getting some item or getting the NPC to perform some task. Smalltalk or talk with others can provide you with conversation options to reach your goal (option +1 for each success). Saying the wrong things can decrease your options or success (-1 per mistake). In easy conversations you only need a few successes and in harder ones you need a lot.
Other option:
Reaching some conversation goal requires adequate responses, as you give more adequate responses a meter fills up until finally you reach your goal. Different conversation choices could have different amounts of progress towards or from the goal.
The thing is that failing to get someone to do something that you absolutely need and that no one else can fix for you, effectively stops the game in its tracks. So you have to wonder if you want to make that into a game you can loose.