It should be a conversation simulator. That's how I think conversations work (or don't work, as the case may be).I find it hard to put into words what a terrible idea this is. Icons or no icons, a game isn't supposed to be a social awkwardness simulator.
Otherwise we just get to choose how the NPC will react. Where's the fun in that?
I play CRPGs because I want to play single-player RPGs. PnP is multiplayer.If you can't understand the constrains of dialogue in video games, just stick to PnP.
The ideal CRPG is one that recreates the experience of playing a tabletop RPG, but without the need for other players. All this action combat and storytelling and fancy graphics just get in the way.
If they contain different words, they are different.Even dialogue with mute protagonists is limited to some degree,
it's not like there is a difference in principle, only the degree of choice.(5 choices vs. 3 choices, when often those 5 are not truly different)
Again, I don't consider the NPC reaction when choosing dialogue options because I have no idea what the NPC reaction will be.
They don't need to be optmized for it. Just allow it, even in a suboptimal way. Like DAI or DAO does.And that's just the thing, most video games are not intended for this, and while you can use them for whatever you want, it's useless to complain about the fact that they are not optimized for it.
You'll note that I'm not asking them to make NWN again (though that would be great).
And I'm not asking anything of "most video games". I ask it only of products that purport to be CRPGs. If they're going to claim to be RPGs, they have to deal with me asking for the features that would suit that label.





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