Firky wrote...
@mrcrusty Do you need "indignantly?" Like, if it was "(Lie) Claim to be a noble" then the player could think indignantly on their own, or alternatively, think worriedly. Just a thought, though. (And I'm assuming you're going with non-voiced protag, but I haven't really been following the thread.)
No, I'm not actually. It's all with a voiced protagonist in mind. I'd have a different (although similar) system thought up if it were silent but I've accepted the sad truth that BioWare will not bring silent protags back.
So, I put "indignantly" in order to make it clear to the player
how their character is going to lie. With indignation.

As for the idea that it would be too many dialog options (time and money issue), I don't think it will be too much of an issue if they focused on cutting out wasteful filler cinematics (as mentioned above) and had a longer development time.
Firky wrote...
Your system looks a bit like what Kingdoms of Amalur is doing, too. I think there is also a percentage value in conversation that shows you how likely the action is to succeed. I think it's in conversation. It's definitely in other parts of the game, like if you go to steal something from a chest, you'll get a percentage chance of non-detection next to the option to do it.
That's something I wish BioWare would adopt more: contextual and character build based skill as opposed to hard skill checks.
The problem is in how the consequences are sorted out. If you mess up opening chests in KoA, you'd probably get into trouble if NPCs were around. So there'd maybe be a factional hit or a law and order system. Consequences and Risk v Reward. In Skyrim, triggering traps could alert enemy NPCs of your whereabouts which is bad for stealthy characters. Many traps are linked to treasure and puzzles. Consequences and Risk v Reward.
The problem is in BioWare games, there is none of that. Either you get loot or don't. Either you trigger the trap or don't. There's no law and order system. There's no (universal) stealth system, or the ability to avoid combat. So no Risk v Reward.
I do wish they'd work on that for future games. It would make things more fun and more involved as it gives more importance to character building and by extension, roleplaying.
I know that's not really related to what you're saying but once I get started, I tend to go on tangents.
AngryFrozenWater wrote...
Skill checks should make sense in the story. Skill checks add nothing if they have no meaning or consequence. For an example: If there are two choices and a neutral one leads to the same as an intimidation then if the intimidation fails one can always select the neutral one to get to the same result. In that case intimidation has no meaning and the choice is merely cosmetic. If on the other hand the failed intimidation leads to violence towards the PC then the choice did matter, even though the result of both options were the same. I prefer the latter. Of course the game would be rather dull if that was handled the same everywhere.
Yes. I agree completely. In my conversation system, for dialog battles, I've tied skill check successes to the disposition system ensuring that it does have an affect even if not immediate.
Failing to intimidate someone only pisses them off, making them harder to do what you want in the end.
Now in cases where the "dialog battles" aren't needed (conversation isn't important enough) I agree with what you're saying. There needs to be a tangible effect, even if it doesn't change the overarching plot. But for this, you'd need to design more open ended quests in order to show small scale consequences without breaking the quest.
AngryFrozenWater wrote...
I think I am not a fan of cinematics when there is a no follow up in the gameplay. I rather have the environment to act like a stage where the game plays. The "camera" should be the regular play view.
Like Skyrim? For the most part I agree. If nothing else, it would solve a lot of the time & money issues with cinematics.
AngryFrozenWater wrote...
I want to see a visible clue if the intimidation improved a skill.
See I personally think that things like intimidation, charm, etc shouldn't be skills that are checked. Rather, I want the character's other skills to come into play instead. You can still intimidate or charm or whatever, but it's put into the context of a non-dialog specific character check.
So rather than:
[Intimidate]: Threaten to kill him if he doesn't comply.
I want to see more of:
[Strength]: Intimidate him into complying.
It's probably still not perfect, but I so want to get away from BioWare's idea of tying skill checks and character development to "Angelic Martyr with a Smile" and "Puppykilling Angry Dick". Granted, it's gotten more nuanced since KotOR, but it's still the underlying principle.
Modifié par mrcrusty, 05 décembre 2011 - 12:59 .