Failing Conversation
#1
Posté 12 novembre 2013 - 02:40
I think this would an interesting and force the player to take more consideration in the dialogue. Right now, I find a lot of the time that I am simply trying to exhaust all the conversation options that I can, sometimes in multiple conversations, without any real consequences. So I think it would be cool to have to get a speech right or a pitch to a nobleman right etc. Now in a perfect world, it might also be good to tie these to skills (I missed persuasion in DA2)
So what do we think?
#2
Posté 12 novembre 2013 - 02:41
#3
Posté 12 novembre 2013 - 02:43
#4
Posté 12 novembre 2013 - 02:44
#5
Posté 12 novembre 2013 - 02:45
Brodoteau wrote...
I admit ti reloading in order to find out different alternatives, but I never think of it in the same way as combat i.e. something I have to "win" If we are the Inquisitor, shouldn't we be trying to "win" conversations?
Wasn't there something like that in Oblivion? Was pretty poorly received iirc. You're right though, there *should* be some sort of element of persuasion, and something to make the risk of failure a little more punishing.
#6
Guest_EntropicAngel_*
Posté 12 novembre 2013 - 02:48
Guest_EntropicAngel_*
So if they DO implement something like that, it shouldn't artificially limit your methods of getting that information.
#7
Posté 12 novembre 2013 - 03:03
#8
Posté 12 novembre 2013 - 03:14
In Dragon Age though, I think it would be awesome for a Mage Inquisitor to be tempted in the fade by a demon, and if you can't realize you're in the fade quick enough you get possessed and your game ends (By which I mean you must load)
Modifié par Usergnome, 12 novembre 2013 - 03:15 .
#9
Posté 12 novembre 2013 - 03:34
#10
Posté 12 novembre 2013 - 03:50
#11
Posté 12 novembre 2013 - 03:56
Or like Deus Ex: Human Revolution?
#12
Posté 12 novembre 2013 - 04:22
EntropicAngel wrote...
I don't think it should be so cut and dried. In real life, if you ask someone where the bathroom is and fail the "persuade" check, you can ask a dozen other people. In combat, there is no option to "fail" and try again against someone else, you die.
So if they DO implement something like that, it shouldn't artificially limit your methods of getting that information.
You've obviously never been slapped for failing to persuade someone to do unethical things with you.
#13
Posté 12 novembre 2013 - 04:28
I'm all for dialogue outcomes that can drastically alter the path of the game, but I'd say dying (or load screen, which, same thing) is a stretch.
#14
Posté 12 novembre 2013 - 04:45
But I also think the idea that certain conversation paths can result in a kind of fail-state falling short of death is a good one. If games are largely cycles of challenge and reward, and you think (as I do) that dialogue is every bit as legitimate a gameplay mechanic as combat, then there seems no objection to the idea that you could 'fail' conversations.
#15
Posté 12 novembre 2013 - 05:00
Brodoteau wrote...
We know that the game will end if you fail at combat and you will be forced to start again. Would people be interested in a similar mechanic for conversations? Where you can fail at a conversation (i.e. not convince someone or not get the info you need) and that will cause the game to end and you will have to start again.
I think this would an interesting and force the player to take more consideration in the dialogue. Right now, I find a lot of the time that I am simply trying to exhaust all the conversation options that I can, sometimes in multiple conversations, without any real consequences. So I think it would be cool to have to get a speech right or a pitch to a nobleman right etc. Now in a perfect world, it might also be good to tie these to skills (I missed persuasion in DA2)
So what do we think?
What exactly do you mean? You're in a confrontation with a nobleman and if you don't select the right dialogue option to talk him down, he'll murder-knife you in a cutscene so you've no chance to fight your way out?
I remember playing a few adventure games back in the day (Sierra games and others) where, rather than simply not being able to progress through a quest until you'd gotten all the proper items and used them properly, there were a couple of paths you could take that would actually let you complete the entire game, only to find out that you had missed something critical along the way, so GAME OVER YOU LOSE. These situations always sucked horribly at the time, because usually the critical point was many hours earlier in the story and even if I had a save point at the right spot it still meant a lot of wasted hours.
Bad as they did suck, though, in retrospect I always found it cool to be able to play a game all the way through and have the option of the story ending on a failure note rather than simply being Game Over if you lost a proper battle. I'd love to see more games do that, like Origins having a series of cutscenes that depicted what happened if the Warden died. Wouldn't have to be a lot. Maybe one or two scenes with epilogue slides.
Anyway, my point is, I don't know what the point would be of a dialogue scene that ends the game if you don't pick the right choice. I'd rather it simply be as above: a surprise, and quite possibly a nasty one, at a critical point later in the game--such as at the critical last battle, the nobleman you had needed to win over earlier decides to screw you over, and it causes your armies to lose.
Mainly because I don't think a game ending bad dialogue choice would be much fun if it just amounted to "ha ha you suck GAME OVER!" But I think it'd be great if it drastically altered the game in some other way.
Modifié par Silfren, 12 novembre 2013 - 05:12 .
#16
Posté 12 novembre 2013 - 05:06
Silfren wrote...
Brodoteau wrote...
We know that the game will end if you fail at combat and you will be forced to start again. Would people be interested in a similar mechanic for conversations? Where you can fail at a conversation (i.e. not convince someone or not get the info you need) and that will cause the game to end and you will have to start again.
I think this would an interesting and force the player to take more consideration in the dialogue. Right now, I find a lot of the time that I am simply trying to exhaust all the conversation options that I can, sometimes in multiple conversations, without any real consequences. So I think it would be cool to have to get a speech right or a pitch to a nobleman right etc. Now in a perfect world, it might also be good to tie these to skills (I missed persuasion in DA2)
So what do we think?
What exactly do you mean? You're in a confrontation with a nobleman and if you don't select the right dialogue option to talk him down, he'll murder-knife you in a cutscene so you've no chance to fight your way out?
If it's half as funny as the whack a journalist convos in Mass Effect I'm totally down with that.
Modifié par The Xand, 12 novembre 2013 - 05:06 .





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