Vault Dweller: I always have a sense of humour, it's how I've lasted so long against such determined opposition! I write these posts to entertain as well as inform - I've just been attempting to seriously argue this topic most of the time that's all. Plus, when I'm fielding shots from all comers, it doesn't leave much energy for jokes!
I don't have much of a problem with supagu64's post - at least he phrased his question clearly and without excessive abuse unlike some posters I could mention. He had enough interest in the game to post a question - so it shows that there are gamers out there who just might appreciate the icons - his money is just as good as yours as far as Interplay is concerned.
Posted here his comment might go something like:
Canon Aphorismic said:
"Hey! Long conversations are for eggheads with no-one REAL to talk to! Your game sucks!!! You Reflexive Guys are really stupid if you think anyone wants to waste their time talking to a computer!! Get rid of the dialogues or I'll never buy any of your games, EVER!!!!"
Vault Dweller said:
Do you think that a person, who is mentally able to play Lionheart and progress through the game, would be able to figure out what each question leads to without any mental efforts and a degree in English Literature? Yes or No?
OK, here's your answer: Yes. But as I explained before that just negates your argument. If anyone should be able to progress through the game then the icons (as
spoilers) perform no actual function whatsoever. So what is the big deal about them? If you can navigate without them - then surely you won't play any differently
WITH them, as they are just performing the same function as your own knowledge and experience of CRPGs. Supagu64's post tells us that there are players out there who aren't as enamoured of complex dialogue systems as you obviously are - does that mean he would get no enjoyment out of Lionheart? Maybe Lionheart isn't the game for him, but maybe, with the icons, it could be...
Dratted Tin said:
No, I don't agree. The (CRPG) audience is very large, as is.
Define 'very large'. Is it as large as the Diablo fanbase? Is it as large as the Quake fanbase? Is it as large as the Solitaire fanbase? Company executives make those sorts of decisions all the time and I'm guessing that we don't look
that attractive compared to some of the other genres out there. You guys have discussed this elsewhere, but the 'suits' aren't fixated on any particular gaming style - they are just interested in sales figures. Sad, unfair, but true. Nothing makes CRPGs immune to those sort of pragmatic decisions. If the CRPG genre isn't growing then it doesn't look like an attractive investment opportunity, end of story.
If game designers - hounded by hardcore fans -
ONLY make games that appeal to those same hardcore fans, then where is the potential for growth in the market, for the sales that make the suits open up their chequebooks to invest in the next CRPG? Where are the new players coming from if games
ONLY accommodate experienced players? Who is going to want to join a community where you are called a 'moron' just because you don't know what a THAC0 is?
Are the icons in Lionheart such a huge price to pay to possibly broaden it's appeal? If the game is just as deep and just as enjoyable, do the icons make any appreciable difference? Balance that against the possibility that players like supagu64 might give Lionheart a try because of the icons and learn to appreciate longer dialogues. Calling him a moron (or features that he might like 'moron indicators') certainly isn't going to attract him to CRPGs.
Vault Dweller said:
Quote:
I work in a Library - but I wouldn't get too far if I called everyone who came in who didn't understand the Dewey Decimal System a moron!
Common, we know that you want to
Sure there are days that I feel like it, but I don't think I'd be employed for very long if I abused my customers, or that many people would come to the Library, which is a shame, because it is a fun place to be. That is kind of my point guys - someone coming in 'off the street' mildly curious about CRPGs who comes to this site could very easily get the impression that Lionheart is a game for morons if they read your posts. Is that truly a fair description of the game?
Now, on the subject of 'infinity loops' I wasn't referring to overly complex dialogue threads so much as working your way through a conversation, losing your place and having to backtrack again and again, just to get an answer about a particular quest from an NPC. It frustrated me sometimes while playing IWD2 recently (which is why I called it an 'infinity' loop) and I doubt I'm all that much of a moron, but in that situation I could handle having some navigation symbols to straighten me out.
Vault Dweller said:
In some cases like attack and exit it makes no difference, but, honestly, somehow it looks stupid. It's if every time before you attack somebody a window would come up warning you that people might get hurt as a result of your actions. It's just that silly.
In other more important cases it highlights the important questions which in my opinion ruins conversations completely. It takes away something very important: a chance discovery.
I feel you are looking at this the wrong way. You seem to look at the dialogue and icons as indications of what is going to happen, as if they are spoiling some kind of mystery. I look at dialogue options as me telling the computer what my character is going to do. I'm focussing on what happens
NEXT.
How is the Weird Woman going to react to my inquiries about Nostradamus (who is obviously a big deal in the world of Lionheart) and will that information aid my quest? What will she do if I call her 'the witch of lies'? Does she know about the ancient relics? As a member of the Inquisition (let's say) should I challenge her right to even exist, and if I do will she attack me or attempt to bribe me with knowledge or gold? Or perhaps she is a danger to me, maybe I should just say goodbye and leave?
All of these options sound quite interesting and personally I want to explore them all - I really do doubt they are dead ends and how can you be so sure that they are, Vault Dweller? But in the end looking at that sole screenshot example (which is no example really of a working dialogue interface, but it's what we've got for now), do the three icons REALLY shatter the sense of mystery for you? I just can't see it myself, perhaps you can explain it to me. The mystery is what is going to happen NEXT, and even with the icons you can't totally predict that if Reflexive have done the job right creating rich, complex dialogues. And if they haven't then the icons don't matter!
Remember, this is a
QUEST dialogue we are talking about - if you aren't on the 'Nostradamus' quest then the dialogue option probably wouldn't even show up, so which 'chance' discovery are you missing out on because of the icon?
Again, how do these icons 'dumb down' the game? Do they actually REPLACE dialogue? Not as far as I can see - all of the dialogue is still there. The 'chance discovery'? Well, if all the dialogue is still there, then doesn't it follow that all the 'chance discoveries' are still there, assuming Reflexive put them in in the first place? So please tell me how the mere presence of the icons makes Lionheart a game for morons?
I never said like in Fallout, I said in any barter related situation which is any situation involving a value that could be debated.
But if the interface never shows you the barter skill being used how do you
KNOW that your character is using his barter skill to bribe a guard in Lionheart? Just 'expecting' it to be so seems a bit hopeful. What if the designers decide just to use the Speech skill (
praise be to St P) for bribery instead? You could very well spend all your points in the wrong skill! You'd be a bit upset if you had to GUESS about which weapon skills applied to which weapons, right? So why shouldn't the game inform you which of the more 'passive' skills are being used during dialogue? Doesn't this feature add value to the skill - doesn't it feel more worthwhile SEEING your hard-earned skill points at work? And it doesn't hurt replayability either, once you've seen barter in action for example, you'll be looking forward to trying another passive skill like Speech (
praise be to St P) the next time you play through, or by investing even more skill points in it perhaps.
Other skills reward you in-game usually instantly. A high combat skill will result in more damage and more criticals - an obvious return on your investment of skill points. But the passive skills are just that, a little more passive - why not raise their status a little and SHOW the player how valuable they can be throughout the game? Why should you have to wait until your second, third, even fourth attempt at the game to come to appreciate ANY of the skills?
Just answer
THIS simple question Vault Dweller and others. Which is healthier - a community that welcomes new players and has room to accept a spectrum of games and gaming styles that can entertain newcomers and hardcore alike - or a community that rigidly rejects any games that aren't hardcore or that attempt to accommodate newer players* and which hurls abuse at anyone who even dares to show their ignorance by questioning the status quo?
* Please note: accommodating newer players does NOT automatically mean lowering the quality of games, perhaps it might just involve something like icons that can help them navigate complex dialogue systems, leaving the complexity intact for ALL players to explore and enjoy.