Because none of the options should succeed automatically. I'd like to see dice rolls determining outcomes, with relevant stats affecting the odds. If you pick the best possible option, but you're still terrible at delivering it, it's less likely to work (but it might, still, because you might luck into the right delivery, as well).
Ah, so you don't mean that there should be a non-persuasion dialogue option that is an auto-win, but rather that the persuasion option could be picked (with none of them correctly labeled) and a character with no/little amount of Speech skill could still have a (small) chance of being correct.
I can get behind that.
As you say, I don't like the meta-game justification. I wouldn't mind if people could just look up a dialogue walkthrough. I might even favour that. But we could retain skills without them being an I WIN button simply by not labelling the options and have the skills affect odds, rather than them making the I WIN button appear.
But, to go right back to meta-gaming, certain players will sit there and load and reload (or, if given the option, just repeatedly attempt to select the same conversation option) until the dice roll wins for them... until they roll a Natural 20, so to speak.
These players won't see it as manipulating the system, they will see it as the game blocking them from the best outcomes with a silly system that requires them to load and reload. I've seen people complain endlessly about situations like this all the time - "combat is too hard, as if I have one person fall in combat, I "have" to reload," or "the chance to critically fail lock picking is stupid... if I jam a chest lock, I'll "have" to reload an earlier save."
It isn't even an issue where I have a problem with players being able to "game" the system... it is quite the opposite. I know it will mean that people will feel inconvenienced that they "HAVE" to game the system. Like it is a foregone conclusion that meta gaming is their only avenue possible to get past certain obstacles. The mindset of "if the game penalizes me in combat for putting points in lock picking, then I will just meta-game with the Save/Load feature to get past it... what a waste of time!"
If, instead, there is a static outcome, with no way to game the system, but rather some direct cause-and-effect, then the player must, legitimately, make the decision to go down one gameplay path or another.
That being said, showing if you are going to "win" or not (or even if you are using the Persuasion Skill conversation option or not) should not be required. You shouldn't be told "this person is weak to intimidation" outside of what you can observe from their behavior. And you shouldn't know of your Strength is higher than the person you are trying to intimidate (or the equivalent thereof) outside of plot context given in the game.
This way, you wouldn't know what the "I win" button was, nor if your character would even win it if pressed. Even a walk through would need to clarify each situation - this NPC is vulnerable to intimidate if your STR score is X, otherwise you may need to bribe them unless your Speech skill is 5, which means you can smooth-talk him into thinking you are an official (which opens up the "Confusion Amongst the Ranks side quest later) or use the empathy option, which makes the orphan give you more information when he sees you being "nice."
That kind of necessity in examining how to use a Speech skill would make it, in my opinion, much deeper than "pick the Intimidate skill and keep reloading until you succeed."
Modifié par Fast Jimmy, 10 mai 2013 - 07:29 .