Bondari the Reloader wrote...
but perhaps in the same way that there is an investigate sub-menu there could sometimes be a color sub-menu that would list multiple options for the same tone. I realize this would take more work and be more expensive, but it would be a way to increase RP options without having to completely overhall the layout.
This is exactly what I was trying to propose in a different thread. The dominant personality and viewpoint were sometimes lumped together into one option on the wheel. My example for a solution was this:
Anders: "Mages should be free of the circle."
Diplo 1: I agree, let's free them all.
Diplo 2: (undecided) Maybe there is a compromise or better way.
Diplo 3: I disagree, the circle serves a purpose/works just fine.
The same would go for sarcastic and aggressive personalities. Let's say you are roleplaying an aggressive personality but want to agree with what Anders said:
Aggressive 1: (agree) Yeah! Let's destroy all the circles!
Aggressive 2: (undecided) That is controversial.
Aggressive 3: (disagree) That's heresy! Shut your mage mouth!
This way, you can agree or disagree in a tone that suits your dominant personality and let your stance on a particular subject be known without a point going toward a different dominant personality. This would do several things: Eliminate sounding out of character for the personality you're roleplaying. Eliminate the by-product of having a personality sometimes become dominant due to your stance on a particular subject. Still allow the player to change their dominant personality over the course of the game if they wished. And create more nuance in how the companion or npc (in this case Anders) responds to you.
It should also still affect the friendship/rivalry bar, only a bit differently, if I diplomatically disagree with what Anders said then I should still get rivalry points because I'm going against his stance (maybe +5 rivalry for being nice about it, +10 for disagreeing aggressively)
Anyway, that was terribly long-winded but I don't think I got my point across the way I wanted to in my other post and this thread offers the oppurtunity to ask a question.
I read the tutorial you provided Allan, that was very informative on the whole process, so thanks for that. One thing that you said was that the writers are not "pigeonholed" so to speak, into writing lines for just the three tones by the layout of the wheel or mechanical process. I understand that, but if the writers were to add these colored sub menus, how much hardship would it place on the mechanical aspect? It would seem that the extra writing would add layers to how you "build" a conversation but would it change the layout of the wheel overmuch?
I also remember another post, I can't remember by who, that said all the available lines of dialogue are not shown at once but it doesn't mean they're not lined up for a series of "checks" or "flags". And that by moving all of the investigate options to a hub on the left meant opening up more space for dialogue that moves the conversation forward(or tone responses) rather than a question taking up one of the slots. So would it be plausible in some conversations, for the colored sub menu to take up these slots or the slots of the dialogue held for flags?
If it were not possible for the sub-menu to take up those slots, and the writers decided to add this "extra dialogue" then wouldn't it call for a reworking of the layout? And if the layout changed because of this, then it would also mean that the writers would be concious of the reworking and therefore write some things differently in turn.
If I'm misunderstanding something, please correct me, or if you cannot answer some of these questions without revealing too much about any reworkings of the dialogue system then feel free to disreguard. If you took the time to even read this monster post I would be pleased, and thankyou.