The importance isn't only in the substance of what you say (which this system guarantees cannot be nuanced). It's also in how you say it - in most RPGs the player can read what the PC is going to say ahead of time, and assess its impact and likely chance of success / implications. Try classifying most PC responses in Fallout / PST / ... in similar terms to those you gave above. You'll fail with any small/medium list, and even with a large list, you'll lose much of the relevant detail. It works for games like Morrowind/Oblivion because the PC extremely rarely has to say more than the trivial examples you gave.PseudoIntellectual Snob said:Galsiah said:Multiple paths and consequences are great. Walking them with a blindfold isn't. Touting a system that cripples a player's ability to know what decision he's making before he makes it, is rather odd - if it's supposedly an "RPG element".
In fairness it's an interesting concept - but that's no argument to put it in a game.Both would be arguments if you choose to ask "Why?" and the PC reacts as if you had chosen "Now i will slowly eviscerate you, rape your woman, and sell your kids into slavery." If you choose "Why?" and the reaction is just an extended exposition of "why?" where is the problem? As far as i know, there is not a single cRPG, other than maybe some very specific points in Torment, where the actual wording does matter. The options are just verbose ways to choose:Dark Matter said:The RPing aspect is still there, the dialog system hinders it, but it certainly doesn't destroy it.
*Change Topic*
*Initiate Combat*
*Raise Reward*
*Accept Quest*
*Reject Quest*
*Choose Later*
*Ask the GM to roll for some skill*
*End Dialogue*
True Roleplaying! And we are lucky if we even get as many...
Pretty much the only reason to pre-write all the PC dialogue is to allow specific situational details to come into play. Importantly, the implications of the presentation don't need to be explicitly represented in any gameplay mechanic - they're just a form of complex, nuanced feedback to allow the player to make reasoned predictions about likely outcomes.
By using a generic PC response, you're needlessly crippling the richness/depth of the dialogue. It might have the same functional inputs/outputs, but the player can't assess them in the same way relative to the game world. He's blinded to any subtlety that could exist. If any subtleties do exist, the player will be surprised by the content of his own character's statements: more conducive to thinking "I'm giving instructions to a performing monkey" than "I'm playing a character".
The dialogue aspect of gameplay gets trivialized, becoming merely functional - with all the inherent value of inventory management. If there is any interest in the PC's statements/actions, it's because the player *didn't* want/expect them to happen. If the long version of *why?* really does have no content beyond *why?* - it's a dull waste of time; if it does have content beyond *why?* the player's flying blindfold.
The only reason to trivialize dialogue in this sense is when you're empowering it in another sense. For example, procedural dialogue systems can be much more versatile, at the expense of specific situational nuance. That might be a reasonable tradeoff in some cases.
In ME, the tradeoff isn't providing any dialogue gameplay - it's speeding things up, cutting down on reading, and giving a more cinematic (no - not a good thing) experience. Things are happening quickly - since the player has precious little to read, and therefore very limited information to inform his decision. The player can remain interested in seeing a load of relatively surprising stuff - since he has very little control over it.
That doesn't make it a bad feature for an action game, but it shouldn't get it any credit for "RPG elements" when its implementation demonstrates a focus on action and a cinematic experience above careful consideration and player control.