Mr. Hiver
Dumbfuck!
- Joined
- May 8, 2018
- Messages
- 705
Biggest mistake with dialogues are when they are designed as separate from the gameplay.
As just talk in which you search for a tagged option or magically have extra options because speech skill is over some exact level. But thats not really connected with anything you actually do in the game.
Finding hints, secret details, relevant research, personal details and motivations - in the game, through your whole gameplay C&C - which you then use in dialogues is the right approach.
Because it involves you and what you do and discover in the game with the dialogues and options in them.
And frankly, some dialogue options shouldnt even be there depending on your play style, regardless of any skills.
This is of course complicated to create and thats why most companies go for simpler but ultimately cheap or dumb dialogues.
For lockpicking... i dunno, seems whatever you do it isnt good enough and best you can aim for is not make it into a borefest.
Skill should provide some threshold barrier and it should never be done by "percentages for success" ... but maybe there is a way to let the player have a role there, when specific thresholds are passed by character skill.
In true RPGs, it should be down to the character skill alone but maybe it can be made more interesting with additions of requirements of no noise, necessities of not being seen or heard by guards etc.
Instead of just walking to any lock and just clicking on it while other NPCs just stand around.
Of course, someone should be upset something was lockpicked and stolen, stolen items should be known in that location, guards should stop and frisk any strangers... and so on.
all of these additional concerns and requirements would make it less of "click to open" which became like that because all these other details were removed - to make the players not cry about it.
As just talk in which you search for a tagged option or magically have extra options because speech skill is over some exact level. But thats not really connected with anything you actually do in the game.
Finding hints, secret details, relevant research, personal details and motivations - in the game, through your whole gameplay C&C - which you then use in dialogues is the right approach.
Because it involves you and what you do and discover in the game with the dialogues and options in them.
And frankly, some dialogue options shouldnt even be there depending on your play style, regardless of any skills.
This is of course complicated to create and thats why most companies go for simpler but ultimately cheap or dumb dialogues.
For lockpicking... i dunno, seems whatever you do it isnt good enough and best you can aim for is not make it into a borefest.
Skill should provide some threshold barrier and it should never be done by "percentages for success" ... but maybe there is a way to let the player have a role there, when specific thresholds are passed by character skill.
In true RPGs, it should be down to the character skill alone but maybe it can be made more interesting with additions of requirements of no noise, necessities of not being seen or heard by guards etc.
Instead of just walking to any lock and just clicking on it while other NPCs just stand around.
Of course, someone should be upset something was lockpicked and stolen, stolen items should be known in that location, guards should stop and frisk any strangers... and so on.
all of these additional concerns and requirements would make it less of "click to open" which became like that because all these other details were removed - to make the players not cry about it.