JWvonGoethe wrote...
SpunkyMonkey wrote...
[...]And as for more options it would just require the odd extra line of dialogue - it wouldn't be needed during every conversation, just thrown in enough to help create the illusion that anything could happen during any conversation.
Give the odd situation 4 or 5 responses & outcomes, and whenever the player is given 4 or 5 options they will assume that there are 4 or 5 outcomes, as opposed to the standard 1, 2 or 3.[...]
Although I suggested something along these lines myself a few posts back, there is a notable problem with doing this. Outside of the Investigate tree, Bioware seem to always make sure that the three dialogue options on the right hand side (diplomatic/sarcastic/aggressive) move the conversation onto the next node. Meanwhile the left hand side options (where Investigate is) keep the conversation in the same place. Placing conversation-progressing dialogue options on the left hand side would result ininconsistency which would likely confuse people.
Obviously this is not an insurmountable issue. I would say continue having only three options, placed on the left hand side, which progress the conversation. These should be the more complementary options of Friendly/Diplomatic/Renegade tones as opposed to the current diplomatic/sarcastic/aggressive options, which clash too much. Then on the Investigate side include two roleplaying options that do not progress the conversation. Because these options could be ignored if the player thinks neither of them are appropriate, they could get away with being more explicit in tone (so being, for example, sarcastic, flirtatious, aggresive.)
On a related note, the Investigate branch is problematic in that it doesn't appear to provide any substantial roleplaying opportunities for the player. You could kill two birds with one stone here by having the two extra dialogue options functioning as the PC's response to an answer given by the NPC during an Investigate sequence. This already happens sometimes, but I think if it become standard that could solve a lot of the perceived problems with the dialogue wheel. And, to make up for the extra lines of dialogue, I'd be happy to sacrifice more conversations over-all.
Anyway, sorry for going off on a long tangent. Just find this kind of thing interesting.
No need to apologize mate, you raise some great points.
You see, for me it's the whole streamlining which take away the RPG feel of concequence to the game. I don't want to know whether a question or statement will progress something, I just want to say what I feel. That's how life works and how RPG's should work - people don't wait around for you to ask them all the questions under the sun, and when you say something that triggers a chain of events then that should happen. Giving the player a "safe" option to ask things without progressing them isn't realistic, I mean, all you have to do is ask a woman what her favourite baby name is and some will take that as a green light to buy a cott, teddy bear and have a baby! lol.
I know this may mean that you miss the opportinity to say certain things, but that's life - live for the moment and all that. If I'm in with a shout of sleeping with a woman, then I ask her what her favourite football team is and she hates football so much that she decides to cross her legs then that's a concequence of my action and something that should happen.
I think Bioware need to be careful how they try and appease the fans, and remember that all suggestions/changes should always focus on making the best RPG experience, not the most accessable or streamlined game.
Modifié par SpunkyMonkey, 27 novembre 2012 - 12:33 .





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