I had an idea for a Speech mechanic that could be used in an RPG like the DA series.
In other RPGs (including DAO) the speech skills has been, in part, a bit of a cheat code. You have a high enough speech skill, then you can talk/persuade/intimidate/con your way out of any situation and get an automatic Win! scenario, just by selecting the dialogue option that has the Persuade option highlighted.
I liked this. Being able to talk my way past enemies or situations felt like I showed more skill and ability than pulling out my +5 Weapon of Smiting and taking down another boss/enemy through combat. But, at times, when you know how to build a character in a game with the speech options but who can also hold their own in other combat situations, then the game truly becomes a no-lose type situation. Deus Ex:HR - I'm looking at you.
And who wants to win all the time? Well, okay, we all do. But its nice to have a little challenge along the way.
So, I propose a dialogue system that will make using a speech skill like Persuade, but give it a little more challenge other than just clicking the dialogue option that is labeled as using the speech skill.
It may be best to start off with an example:
Generic NPC Guard #4 is blocking an entrance, an entrance your character needs entry to. You go up to them and begin a conversation. After some stonewalling, where the guard is saying None Shall Pass, you are brought up some dialogue options to choose from. One is labeled as using the Persuasion skill, which, of course, you use, since it is an automatic win. Your character says "I hear that the ladies down at <insert random brotherl name here> are having a special, two for one. Its a shame you are stuck here on guard duty!" At which point, the guard quickly lets you through so they can sneak down to said brothel and allows access to your player.
But... what if the guard was happily married? Or secretly in love with one of his fellow guardsman and had no interest in the brothel? Or has a cousin who works at the brothel, which makes visits to the brothel awkward... you get the drift. How does my character have omniscience when it comes to what dialogue option would work best?
In other words - what might be a totally valid method or line for getting one person to agree with you, might be totally counter-effective with another person. As silver-tongued as a character can be, it still can be impossible to convince someone to leave their post to visit a brothel, while for another it can be the magic button. Its not a matter of how good you are at convinving - its just a matter of knowing your mark.
So... what I propose is this. When you select the Persuade option, you are given a few different options: mention the brothel, make up an emergency why you need in, try and bribe the guard, act like you lost your badge/papers/etc. and you will be in serious trouble if you get caught without them again... you get the idea. Each persuasion option would net you the same result - you are let in without trouble or conflict.
But these different approaches would have varying chances of success. If the guard you are talking to is a fun loving, gambling and rude guard, they would be more open to the brothel story or a bribe, but less likely to take pity on you for your emergency or chance for trouble. SImilarly, if you are talking to a by-the-books, but sympathetic guard, the opposite might be true.
The problem is - how would you know this is true?
This is where I would suggest "feeling out" investigate options. For each NPC you could persuade, there is a chance to talk with them and get some information. The higher your Persuasion skill, the more options you have for the investigate. For instance, a person with a low Speech skill would try and use an Investigate option, but would be shut down, with the guard saying they can't be bothered. A medium range skill character might give you one or two questions before the guard returns to their duties, while a master Speech player could converse a number of times.
With the investigate options, you should be able to "pin down" the character of the guard and identify what dialogue line would be the most successful to use.
Also, in a similar vein with what we've seen in Deus Ex:HR, NPCs would have an overall personality type, which would allow them to be more or less suceptible to Persuasion skills versus a more aggressive Intimidate skill. The initimadte skill would also have varying responses - you could threaten the guard with bodily harm, you could threaten to rat some behavior of theirs out to their boss, you could threaten to hurt their friends or loved ones... the list goes on and on.
BUT the Persuasion skill and the Intimidate skill would be separate. There may even be a third skill, called Logic, which is neither slick nor ham-fisted, but more "X+Y=Z, so why are you not taking another course of action?" A good example of what I was thinking for this could be some of the speech options that open up in Fallout with a high Science or Intelligence score (getting the Master to self-destruct, talking to Myron to getting the cure for Jet, etc.).
Point being - I could dump a ton of points into the Persuasion skill. But if the guard I am talking to is highly resistant to being Persuaded but is highly susceptible to being Intimidated, then I may not have enough Intimidate skill points to convince them. Or I put a ton of points into Logic, so I could convince the guard that given the density of the castle walls, the size of the catapults that my allies have lined up against the fortress and the number ratio of soliders on my side versus the soldiers in the castle, they would stand no chance and letting me through to discuss a diplomatic solution would save their life. But regardless, you'd have to investigate (or guess, I suppose) the right option to have the best chance of your Speech skill working.
As a side note, I would hope that random PCs (like the guard) could be generated randomly, where you could have three or four different guard types that could spawn in a certain situation, so that I don't automatically know the next time I play or when I look at a Walkthrough exactly what speech option to choose right out of the gate. This last part may be a little TOO ambitious, but I think it would keep things interesting, making sure you have to pay attention to the intereactions you have with characters.
Anyway, if any of you know me, you know my mad scientist mind likes to whip these things out and not really think through or explain all the details. So let me know what you think!
Modifié par Fast Jimmy, 01 mai 2012 - 11:14 .





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