ultra loser
Scholar
- Joined
- Nov 24, 2018
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- 128
Verbatim and I wish we could go back to having more than four dialogue options
(this post isn't an endorsement of dialogue wheels, I hate dialogue wheels)Mass Effect's Dialogue wheel is one of the most backwards, decline inventions in the whole history of RPG's. It totally undermines the player, and takes away any sense of self in the protagonist.
There is not even a dilemma. Give me the whole line; in RPG I wish to role-play my character, not to watch a character designed by designers. Plus voice-acting of players lines is a plain cancer, 100% useless.
There is nothing better than Fallout/Baldur's Gate/Torment dialogue system. Everything else had been invented only for main-stream pseudo-cinematic style of gameplay. There are exceptions (like Gothic) but rare.
Ugh. I hated Torment. Somehow it was all over the place. Dunno, perhaps it's just me. Fallout (1,2) dialogue system wasn't as complex and, imho, it delivered more depth to the story and characters. I couldn't care less about characters, story in Torment (tides of numenera).
Torment somehow automatically made me think of Planescape, so this whole post was confusing at first.
And except for the fact that a lot of the dialogue 'choices' in ME1 led to Shepard saying the same thing, just like in Fallout 4.Despite arguably starting the trend(what games used it before Mass Effect?), it's probably one of the few, if only, games with dialogue wheels where I don't remember having to reload because my character did something I didn't expect. It felt more like the traditional dialogue choice list except designed in a way to be easily accessible to people using a controller.
But Dragon Age Inquisition is a bad example for this. Nearly all of the dialogue options are 'General' as the picture puts it, the emotional type dialogue options only show up like 5% of the time.When writing dialogue choices they just think of a couple choices that rigidly fit into these tiny categories. Created to crank out content as fast as possible using what is essentially a coloring book for shitty writers.
Poll is lacking the third option "User typed" like in Quest for Glory. Which is the best of course.
Heavily disagree. If you're entering the text then you're no longer roleplaying, it's not about what your character knows but what you know. It becomes an adventure game(or action-adventure depending on how much action there is)Keywords (typed) or parser - or bust!
And here I thought storyfags couldn't get any more... special.Poll is lacking the third option "User typed" like in Quest for Glory. Which is the best of course.Heavily disagree. If you're entering the text then you're no longer roleplayingKeywords (typed) or parser - or bust!
First, implied style doesn't work, period.I think that both are viable design choices, but that the verbatim style is easier to pull off.
The implied style tends to work best with a preestablished character like Geralt whose personality is already well defined by his past history. In that sense, what you are roleplaying is not your own character who happens to be Geralt, but simply deciding his line of reasoning behind certain in-game decisions (all options being consistent with the character).
Morrowind has predefined keyword system (with occasional dialogue tree - yes, Morrowind can do dialogue trees), but I don't consider that a valid option for *narrative* (AKA storyfag) cRPGs.Implied works fine in something like Morrowind, where you spam Admire 20 times and it doesn't really matter exactly what was said.
this.You mistake lies in assuming that player should be able to decide if their character knows something. You either have a preestabilished character, so in this instance developer decide if the character has a prior knowledge about something or you have a player created character. If you go for the letter a you should use backgrounds check or skill checks to decide if character knows about the subject. You should also have in game checks to establish if character has acquired information that should be acquired during playthrough.
You're asking for name before getting a job? Getting soft, I see.Name. Job. Bye.
I agree that verbatim is inherently superior to implied if we are judging dialogue systems by themselves, detached from the whole design of a game.First, implied style doesn't work, period.I think that both are viable design choices, but that the verbatim style is easier to pull off.
The implied style tends to work best with a preestablished character like Geralt whose personality is already well defined by his past history. In that sense, what you are roleplaying is not your own character who happens to be Geralt, but simply deciding his line of reasoning behind certain in-game decisions (all options being consistent with the character).
It doesn't work because it makes it very easy to misinterpret intention and say something completely different that you meant.
If you have a character saying specific dialogue, there is absolutely no legitimate reason not to put the entire text in as option.
The only reason to ever change what character is saying relative to what the dialogue option said is when there is something that interrupts the character - you want to explain something to someone but get suddenly shot with a incapacitating dart, the guy explodes, something else explodes, dragon suddenly flies low overhead, you get a silence spell cast on you or are compelled by preexisting curse, etc.
In any case dialogue option should spell out exactly what you *intend* to say, just as you are about to say it.
Now where verbatim dialogue doesn't work is when the dialogue options are too specific for variety of possible player characters.
What if my character doesn't consider that duel senseless for whatever reason?
But that still doesn't mean implied is the way to go. The way to go is is to not have player's character say specific things at all - which is achieved by Larian's descriptive style dialogue everyone seems so butthurt about.
All keyword based dialogue doesn't have my character unexpectedly spew out something only tangentially related to what I selected and possibly contrary to my intended meaning, so no.
If OP didn't rig the poll, the outcome would be vastly different.
All keyword-based dialog is also "implied".
All keyword based dialogue doesn't have my character unexpectedly spew out something only tangentially related to what I selected and possibly contrary to my intended meaning, so no.
That's why Morrowind is better. Problem?All keyword based dialogue doesn't have my character unexpectedly spew out something only tangentially related to what I selected and possibly contrary to my intended meaning, so no.
Outrageous. My characters do not speak in retarded thees and thous! Burn the developers!
That's why Morrowind is better. Problem?All keyword based dialogue doesn't have my character unexpectedly spew out something only tangentially related to what I selected and possibly contrary to my intended meaning, so no.
Outrageous. My characters do not speak in retarded thees and thous! Burn the developers!
(Also switch from polite)
That's just window dressing, though.That's why Morrowind is better. Problem?All keyword based dialogue doesn't have my character unexpectedly spew out something only tangentially related to what I selected and possibly contrary to my intended meaning, so no.
Outrageous. My characters do not speak in retarded thees and thous! Burn the developers!
(Also switch from polite)
Point being, a lot of keyword dialog, from Realms of Arkania to Wasteland 2, expands keywords into some bullshit lines spoken by the party. Which is exactly the kind of dialog the OP was referring to.
OrI'm hungry.
I want to be a dragon.
That's why keyword selection system is superior to parser one. It can't be meta'd.Heavily disagree. If you're entering the text then you're no longer roleplaying, it's not about what your character knows but what you know.
Also where average player is staring at HUMONGOUS FONTS chosen to be readable on low res TV screens.Argument for implied from OP is valid to a degree but as was mentioned above, it's not a big deal and could be played around by the writer anyway. In some cases it's better to simply hide specific dialogue options if PC missed something rather to change the whole dialogue design instead.
What we need is to address the elephant in the room and say that the whole implied dialogue style system has settled so wide thanks to overall mass appeal game's console design where average player is like "hey, I came here to play a game, not to read a fucking book, Jesus".