[quote]Vaeliorin wrote...
The ground, or something in the background that's caught my attention. I honestly avoid making eye contact with anyone that isn't close family. I don't really deal well with social situations, and dealing with people in real life makes me incredibly nervous.[/quote]
That's understandable. I was curious. I hope I didn't give offence!
[quote]This is the kind of thing that I'm aware of, but I have a hard time internalizing. I tend to think of myself as normal, and thus expect everyone to be like me, so it makes little sense to me that there are people who have a hard time learning these things.[/quote]Think about it like a foreign language. You're obviously quite adept when it comes to English. But if I were to show you Japanese text (assuming for the moment you don't speak it and are only familiar with the Latin Alphabet), it would be incomprehensible.
Now, let's suppose you were a native French speaker. If I show you Italian, you'll actually pick up a fair amount of it. The alphabet is similar. the gramatical rules are similar, and the actual structure and meaning of many words is also similar. So you can start parsing out a general meaning despite not 'knowing' the language.
This is essentially how all learning works (but I'm simplifying a lot regarding the mechanism).
[quote]But it does happen. [/quote]
Yes, but from childhood. As babies, we learn basic things about social interaction. Not all of us learn math to any meaningful degree of proficiency.
[quote]Besides, it's possible for people to understand something, but be unable to put that understanding to use because the situations where they would use it make them so uncomfortable that they can't. [/quote]
That actually depends a great deal on how well you know something. The research is pretty clear that attention influences performance in different ways based on the level of mastery that you have, i.e., based on how automatic something is.
[quote]Sure, and I get that dialogue should be more than that. I'd like dialogue to be more than that. But I don't want to have to rely solely on my social skills instead of those of my character. I want my character to be able to succeed in situations where I'd normally fail, or fail in situations where I'd normally succeed without me having to fail on purpose.
[quote]
Oh, I completely agree. I don't think that RPGs should be reduced to social simulators. But I do think that dialogue should be more like gameplay.
[quote]There's no reason you couldn't build dialogue "combat" along similar lines.[/quote]Like Sylvius said, for this to work, I think the issue is that you have to assume that there unseen variables at work. I don't think (as I said in my post to him) that this is possible in the case of cinematic, voiced-over RPGs.
[quote]Honestly, I don't really care about meta-gaming, I just want to be able to have dialogue dependent on my characters skills, not mine. If people want to meta-game, let them. [/quote]
Agreed, as mentioned!

[quote]Also, I'd never hide mechanics. I think that's one of the crappier things that someone can do. I'm not just going to flat out tell someone what the thresholds for success on each attempt are, but I'd never hide how the system works. [/quote]
You mean, a confidence interval instead of a fixed number? I'm not sure what you mean by threshold.
[quote]
Sure. I just think dialogue would be more interesting if you could have that 99% shot and still occasionally miss. [/quote]
I don't disagree in principle, but I don't think that there's any system that comes close to being able to handle this kind of dynamic outcome. Because persuade is basically "ideal outcome fire and forget". If the game suddenly let you have multiple approaches and let you set the stage socially, so that basically you can have multiple plans in motion, then it can become really fun - because it turns into social manipulation.
But otherwise it's just "Press X to advance, you have a 46% chance of a good outcome".
[quote]That's not true, though (well, it may be in Fire Emblem, I've never played any of them...not much of a handheld gamer.) When there's randomness involved, you can, for example, build a sure and steady plodder (for example, someone who maximizes hit chance at the expense of damage), or a spike damage unit (maximizing crit severity and perhaps crit chance) and neither of them is necessarily better than the other. [/quote]
But both are good builds. DA:O, for example, gives you a few viable mage builds. But that doesn't mean that most mage builds aren't pretty much garbage.
I thought your obejction was that it was clear from the start which builds are good and bad, not that literally there is only one build that's actually good.
[quote]It depends on how the RNG plays out to determine which is more successful, and ideally over the long run they'd average out about the same. Or maybe you attack one more dangerous unit hoping to get a crit, while ignoring a less dangerous unit that you could have easily taken out. [/quote]
But that doesn't mean that there aren't bad which are just not viable.
[quote]With a deterministic system, there's no risk, you always know exactly how things are going to play out, so unless you do something stupid, you're always going to win. It takes all the thrill out of it. You never get that 20% shot that hits to finishes off that last muton who would have otherwise taken out your support and heavy with a grenade next turn. [/quote]
But, again, the risk has to be logical. It's one thing for us to be talking about a % hit chance in combat, and another thing to talk about a % chance that the UI turns into pictures of cats.
So far, all the suggests applications I've heard of an RNG applied to dialogue is like proposing an RNG that alters your UI, or randomly varying your keybinds every turn.
[quote]I was speaking of extreme examples of randomness, where you can't really know what the outcome is going to be, and therefore tactics are essentially useless. I want my tactics to matter, but I don't want to play something where if I always use the same tactics, I always win. It turns what should be fun and exciting into routine humdrum. [/quote]
Again - I agree with you here.
[quote]Essentially, if I have a 1 in 20 chance of losing, and I lose a couple times, I can live with that. If I have a 1 in 1000 chance of losing and I lose a couple times, I'm going to start getting annoyed. [/quote]
That's just the AI cheating.

[quote]The RNG in combat is meant to represent unforeseen circumstances, or luck. In dialogue, the RNG does the same thing. [/quote]
Except, as I mentioned, that this doesn't work when you've exhausted all possible avenues, and they're all identical.
[quote]Maybe there was something about your intonation the guard didn't like.[/quote]
It's the same guard, with the same intonation. We hear it. It can't vary.
[quote]Maybe the guard catches a whiff of your shampoo, and it smell like raspberries, and his girlfriend who just broke up with used shampoo that smelled like raspberries.[/quote]
But we know that none of this is true.
[quote]Maybe you smelled like lilacs and his mother smelled like lilacs, which predisposes him to like you.[/quote]
We also know that this isn't true. We see it happen.
[quote]Maybe a stray gust of wind brings the stink of the nearby outhouse to the guards nose just as you approach and he blames you for it. [/quote]
Except that we see it happening, or it doesn't happen.
[quote]I don't see how that any different, really, than a guy stumbling and leaving himself open to your blade, or a gust of wind coming up that blows your arrow of course, or any of the other things that the RNG is combat is meant to represent. [/quote]
Because in the game, none of that is shown, and we accept on the face of it that "turn-based" is not literally how it actually plays out - the Mutton doesn't stand there smiling at me while I shoot at it.
[quote]I obviously disagree. I think the smallest of things can effect how a dialogue plays out, even more so than making or missing a shot. [/quote]
But we see all of it - there's no small thing that goes unobserved. This is the problem.