Aller au contenu

Photo

the deus ex:HR system of persuasion was flawless?


  • Veuillez vous connecter pour répondre
27 réponses à ce sujet

#26
MissOuJ

MissOuJ
  • Members
  • 1 247 messages

At least for me the persuasion system in Deus Ex: Human Revolution is about as deep as the Hacking and Decrypting in the first Mass Effect game and would get tedious. The trick to the persuasion system in Deus Ex is to see what type of personality the person is showing at that moment (Alpha, Beta, or Omega) and then picking the right response to that.  The issue I always had with the system is that they only tell you that when you use the pheromones the first time, but it seems to work for the entire conversation "hack".

 

This, though I can't say that's my only problem with the system. IMO at least, it was really frustrating to actually be involved in a deep conversation and trying to work out a person's motives and actually talk to them and then have the conversation be overtaken by the system. If you tried to appease / threaten someone the outcome didn't hinge on how sincere you're being or the credibility of your threats or the social situation, but on the perceived dominance or submissiveness of the person you're speaking to, and that this type is the be all and end all of your personality and how you communicate with other people. It was really, really jarring for me for some reason. This is not how human communication works! Then again, I know it's a (mini)game and in by books at least that gives it some leeway. And I have to say that talking a person out of killing themselves when you don't have glowing dialogue options which have been Colour Coded for your Convenience and you actually can't be 100% sure of the outcome was pretty tense and certainly a more engaging experience.

 

I don't know. Dialogue trees and creating different and unique outcomes is hard. Maybe work the "know your subject" angle? If you'd be able to gather information on the people you talk to and then bring it up in critical communication situations to try and sympathize with them / emotionally blackmail them / bargain with them could be interesting. Then again that could also lead to really hammy/ridiculous situations where a well-placed ad hominem will cause a terrorist to halt his/her genocidal plans because you insulted his/her parentage.



#27
Wulfram

Wulfram
  • Members
  • 18 950 messages
I thought the Deus EX:HR system worked better without the upgrades.

I wouldn't mind having something like it occasionally

#28
Sanunes

Sanunes
  • Members
  • 4 392 messages

This, though I can't say that's my only problem with the system. IMO at least, it was really frustrating to actually be involved in a deep conversation and trying to work out a person's motives and actually talk to them and then have the conversation be overtaken by the system. If you tried to appease / threaten someone the outcome didn't hinge on how sincere you're being or the credibility of your threats or the social situation, but on the perceived dominance or submissiveness of the person you're speaking to, and that this type is the be all and end all of your personality and how you communicate with other people. It was really, really jarring for me for some reason. This is not how human communication works! Then again, I know it's a (mini)game and in by books at least that gives it some leeway. And I have to say that talking a person out of killing themselves when you don't have glowing dialogue options which have been Colour Coded for your Convenience and you actually can't be 100% sure of the outcome was pretty tense and certainly a more engaging experience.

 

I don't know. Dialogue trees and creating different and unique outcomes is hard. Maybe work the "know your subject" angle? If you'd be able to gather information on the people you talk to and then bring it up in critical communication situations to try and sympathize with them / emotionally blackmail them / bargain with them could be interesting. Then again that could also lead to really hammy/ridiculous situations where a well-placed ad hominem will cause a terrorist to halt his/her genocidal plans because you insulted his/her parentage.

 

I do hope that Mass Effect: Andromeda does overhaul the Paragon/Renegade system a lot for I do agree the upper right choice always being "diplomatic" and the lower right being "forceful" and that unlocks special text was something I never really cared for (I feel the same way about spending skill points to unlock dialogue as well).

 

One thing I hope that does see improvement and expansion is how some of your past dialogue options if you pick them unlock future dialogue of course this only works with the Illusive Man, but it would be nice to see it with other NPCs too. A system like this for me at least would be better then a system that would come across as a "dialogue battle" for it adds depth to the conversation itself and isn't always pick the same corner for your path.