Jade8aby88 wrote...
Mary Kirby wrote...
Jade8aby88 wrote...
Agreed Fiacre. I really enjoyed it in Mass Effect 1 and 2. But after going back and playing games like Fallout and DA Origins now. I've come to realise how superior the list form really is in terms of depth of choice.
Snip**
forgive the snip and my ignorance, but is it possible to include an investigate hub on the list form layout?
We could add a conversation option that is Investigate, but it'd actually require us to create conversations differently.
While, to the user, it may appear that picking investigate takes you to a different point in the conversation, it actually does not behind the scenes.
Our conversations are straight forward "trees" in that when you get to a particular line, you have "branches" of options you can choose from. Currently investigates and "non-investigates" all sit on the exact same level of the conversation. This makes conversation flow control during content creation a lot easier (I suppose I can't speak strictly on behalf of the writers preferences, but I do regress these systems and create tons of conversations myself as test content).
It also more easily lets us control and manage the types of options that exist at a particular node. While you may only see "one option upper right" behind the scenes we can actually have dozens of different dialogue lines that are set to show up there. The game engine resolves, during runtime, which one to show through a top-first mechanic, meaning it takes the first option in the tree that is allowed to be visible (we can conditionally check if a line is visible by checking plot states).
For example, you could have this:
I am the NPC speaker- [Northwest] (If Anders is present and romanced) Option 1
- [Northwest] (if Anders is present and not romanced) Option 2
- [Northwest] (if Anders is not present but Isabela is) Option 3
- [Northwest] Option 4
So the option line that you see takes into account various plot flags. It doesn't make sense to have a dialogue option that says, for example have the PC say to Anders: "You want to deal with this my love?" unless he's present and romanced. Nor does it make any sense at all if Anders isn't even present! The "default" option is "Option 4" since there's no Condition attached, but if any of the "higher" options conditions are matched, that's the option that is displayed.
It allows better control over where the options are listed (I understand some may not like this) while making it easier to manage (which helps prevent bugs), because with just the straight up list we end up forcibly, for example, having to have an explicit condition even on Option 4, and when you start doing this with 5 lines that could be displayed in any particular order, you'll get inconsistencies in where lines get placed as well as what conditions need to be set up in order for the lines to appear.
Suddenly a bug has pushed a legit, rare case instance off the bottom of the 5 list options and it doesn't show up the way we were expecting and making sense of the list of dialogue options is more problematic. In the conversation editor we can easily group the options that share the same dialogue location to manage the control flow for which options show up.
(note, this conversation flow is also applied to NPCs, but since no user input is required, it's a bit easier to manage since it always just takes the first options that is considered valid to be spoken).
It's a bit techie (and it's late so maybe I obfuscated it as well). It's also based mostly on my own experiences with setting up conversations and testing covnersation flow, GUI control, etc. etc. etc. so some of my findings may not necessarily line up with the particulars of how the writing team necessarily makes their decisions and organizes their work.