k_bits
Scholar
- Joined
- Mar 26, 2005
- Messages
- 210
Fintilgin said:That sounds like an elegant way of doing it.
I disagree. It's not nearly as visceral as knowing "ok, here's why I pumped those points into [Speech]." IOW - it's not as tangible as having moron indicators up front and thus not as rewarding, gameplaywise.
I can see how you could argue it provides for more "mystery" (what if I said...) and attentiveness from the player. However I think it detracts from the role-playing aspect / sense of progress. I guess maybe that assumes folks like their actions / roles / options clearly defined, though?
If you go sans moron indicators, you may as well make every dialogue option viable and unambiguous - "Hey, don't bullshit me, that sword isn't worth more than 10 shells and you know it" or "Either give it to me for 10 or I'll take it for free".
The down side? Loss of subtly?
By the by, long time listner, first time poster. Don't all rip me a new one at once :->