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- Jun 18, 2002
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- 28,553
Tags: Dragon Age
In a two part (<a href="http://au.games.ign.com/articles/986/986281p1.html">Part 1</a>, <a href="http://au.games.ign.com/articles/987/987256p1.html">Part 2</a>) article IGN go through dialogue in RPGs and even offer some of their own suggestions for improvement:
<br>
<blockquote><b>Agree/Disagree</b>: This idea for an RPG dialogue system is difficult to describe, but here we go. Imagine that each cut scene or conversation interaction took place without any actual input from the player apart from agreeing or disagreeing with what your avatar is doing/saying. So, if we imagine the game being played on an Xbox 360 console, the A button could represent Agree and the B button could represent Disagree.
<br>
[...]
<br>
<b>Colour/Mood</b>: A slightly modified version of the above example, our second suggestion revolves around colour as representation for mood responses. Many RPGs have used mood responses before, but this system would allow the player to express the strength of his/her desire through multiple button presses and possibly allow for combinations of moods.
<br>
</blockquote>
<br>
Agree / Disagree?
<br>
<br>
Spotted @ <a href="http://www.rpgwatch.com">RPGWatch</a>
In a two part (<a href="http://au.games.ign.com/articles/986/986281p1.html">Part 1</a>, <a href="http://au.games.ign.com/articles/987/987256p1.html">Part 2</a>) article IGN go through dialogue in RPGs and even offer some of their own suggestions for improvement:
<br>
<blockquote><b>Agree/Disagree</b>: This idea for an RPG dialogue system is difficult to describe, but here we go. Imagine that each cut scene or conversation interaction took place without any actual input from the player apart from agreeing or disagreeing with what your avatar is doing/saying. So, if we imagine the game being played on an Xbox 360 console, the A button could represent Agree and the B button could represent Disagree.
<br>
[...]
<br>
<b>Colour/Mood</b>: A slightly modified version of the above example, our second suggestion revolves around colour as representation for mood responses. Many RPGs have used mood responses before, but this system would allow the player to express the strength of his/her desire through multiple button presses and possibly allow for combinations of moods.
<br>
</blockquote>
<br>
Agree / Disagree?
<br>
<br>
Spotted @ <a href="http://www.rpgwatch.com">RPGWatch</a>