As long as persuade can fail...
One thing about the dialogue wheel , or just dialogue I don't like ...is it often gives solutions away.
When somebody ask "What shall we do , hero!" "well I don't know , but let me look at my dialogue wheel!"...
Persuade can be a bit like that , you don't have to think about what could change the mind of your companion , you just pick persuade..
A different set of answers would be nicer , with some which simply wouldn't work.
But I guess it's just more content , so...
Same with Paragon and renegade , really.You know the blue or red answer will solve everything so you don't really have to think much .
Bring Back: Persuading Companions.
Débuté par
teh DRUMPf!!
, déc. 03 2013 05:55
#26
Posté 04 décembre 2013 - 01:21
#27
Posté 04 décembre 2013 - 02:16
I'd like this to happen a LOT.
Mind you, I don't want you to be able to manipulate an NPC, but I'd love to have engaging conversations with my companions about game choices. I find it wooden that we only talk about "Me" or "You".
Let's talk about "Us"! and what we just did.
It shouldn't always be about how happy or angry the NPC is with my choices. Maybe they're worried, or confused, or sad about a topic?
And then, the PC can inject the feelings of Main Protagonist into the story as well.
What I have always found funny about so called "RPGs" in video games - is that I never get to state how my PC feels about anything.
Mind you, I don't want you to be able to manipulate an NPC, but I'd love to have engaging conversations with my companions about game choices. I find it wooden that we only talk about "Me" or "You".
Let's talk about "Us"! and what we just did.
It shouldn't always be about how happy or angry the NPC is with my choices. Maybe they're worried, or confused, or sad about a topic?
And then, the PC can inject the feelings of Main Protagonist into the story as well.
What I have always found funny about so called "RPGs" in video games - is that I never get to state how my PC feels about anything.





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