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Abstracting Dialog

jagged-jimmy

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Jan 25, 2008
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Freeside
Codex 2012
spectre said:
Didn't play this one, what does it look like?
Basically you got a number of Action Points. Arguments costs points. While speaking with an "opponent" you dont know, what talk-actions he will place and place your own.
Each talk-action placement can be won by having a better talk-action as the opponent. You win conversation having most points for winning single placements of agruments.

Sounds gay? Yea, i said "With some extension and rule design it could work".
 

DraQ

Arcane
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Chrząszczyżewoszyce, powiat Łękołody
jagged-jimmy said:
Basically you got a number of Action Points. Arguments costs points. While speaking with an "opponent" you dont know, what talk-actions he will place and place your own.
So, you speak faster than you think, without listening at all? Doesn't strike me as a manly game.
:smug:

BTW:
Does anyone else find it darkly ironic that this is the same forum where bethesduh's bragging about strength of their dialogues met with mockery in form of suggesting that they had probably meant that dialogues would depend on strength? And now, on the same forum a dialogue combat minigame is suggested and discussed.
 

spectre

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Joined
Oct 26, 2008
Messages
5,427
You know, the problem I have with the oblibian's dialogue wheel is that it looks oh so good on paper:
Each time you speak you have to consider flattery, joke, logic etc. into your conversation and how much do you use them, then feel out what sort of combination he likes.
Like, Joel is no-nonsense, he doesn't like false flattery and joking about.

Looks purdy? Problem is, it falls apart when it comes to execution. I would make a further analysis (becaue sucks shlong doesn't tell us anything), but can't be arsed now.
 

DraQ

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spectre said:
You know, the problem I have with the oblibian's dialogue wheel is that it looks oh so good on paper:
Each time you speak you have to consider flattery, joke, logic etc. into your conversation and how much do you use them, then feel out what sort of combination he likes.
Like, Joel is no-nonsense, he doesn't like false flattery and joking about.

Looks purdy? Problem is, it falls apart when it comes to execution. I would make a further analysis (becaue sucks shlong doesn't tell us anything), but can't be arsed now.
Well, you could make a list of all elements of this minigame that suck, and end up with complete list of its elements. You could also analyse why and how are they so bad, which would, without doubt, prove somewhat more fruitful. But the bottom line is: "would this minigame, if designed and implemented in best possible manner, be enjoyable and add anything to the gameplay?", and I'm afraid the answer would be "No.".
 

janjetina

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Joined
Mar 28, 2008
Messages
14,231
Location
Zagreb, Croatia
Torment: Tides of Numenera
DraQ said:
BTW:
Does anyone else find it darkly ironic that this is the same forum where bethesduh's bragging about strength of their dialogues met with mockery in form of suggesting that they had probably meant that dialogues would depend on strength? And now, on the same forum a dialogue combat minigame is suggested and discussed.

Yes, but it is futile to waste time on Bethtards that have infested RPG Codex, so let them play their design minigame.
 

DraQ

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janjetina said:
DraQ said:
BTW:
Does anyone else find it darkly ironic that this is the same forum where bethesduh's bragging about strength of their dialogues met with mockery in form of suggesting that they had probably meant that dialogues would depend on strength? And now, on the same forum a dialogue combat minigame is suggested and discussed.

Yes, but it is futile to waste time on Bethtards that have infested RPG Codex, so let them play their design minigame.
:smug:
 

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