Vault Dweller said:
Bla bla bla flip-flop flip-flop.
Yes, flip-flop, bla bla bla, flip-flop flippity-floppity bla bla.
Joe Krow said:
I'm not sure why you jumped to this conclusion.
I went by what you had written exclusively, thinking that you were talking about a keyword-based system set-up much like the average chatter-bot application, where responses and inputs would automatically be more dynamic than the average flag-based dialogue system.
After seeing the screenshot, I can now correct my assessment and my argument against such a system. Well, not against really, or argument, because it's in all practical ways the same thing as the linear, pre-determined flag-based counterpart, only with a different set of cosmetics. It's the same groundwork, with a different design scheme, so all in all it's just down to preference, and I see no reason to debate over personal likes and dislikes.
I'm not a big fan of the "Ask about 'topic'" routine for the same reason I dislike puzzles that encompass trying to find the right book in a hall full of bookcases; if the hint is lost on you, for whatever reason, you're left with grinding, until you hit upon the right one randomly. There's no reason to include 40 odd keywords applicable to every NPC in the game, if they're able to intelligently adress only 5 of these each. I do not feel rage when I can't ask the weaponsmith if he sells any armor, or if the deaf man heard anything strange last night -- unless I'm playing a low-int character, in which case these particular variations can easily be attributed to the more popular dialogue system with little amount of fuss. And if you do have 40 individual answers, to each of the 40 keywords possible, why would I want no more than 40 things to say throughout the whole game, when I could just as easily have 40 appropriately attributed lines of dialogue, with 40 appropriate answers for every NPC?
The groundwork, as mentioned, for both systems is the same. Wether you're making three choices asking a guy for the nearest exit, or one, the result is no different. Only, in one instance the player makes the adjustments for what's being said (in a premeditated and unnatural way, in my opinion), and in the other the game (hopefully) alters the line to something appropriate to your character without extra input from the player. Tone, intent etc can be added to both. Smalltalk options dito. Ultimately it's not about system, but content, and it's always a "the more the better" situation on that front.
Were we talking about a dynamic, flagless system of dialogue, it would be a different matter alltogether. Infinitely more interesting, for one.
Joe Krow said:
Honestly though, the coercion aspects are separate entirely from what is said so the high int. character could still get a better then average result without needing it tee'ed up for the player.
"Where is
>teh mens rooum?"
"Oh lordy lord you're one talented motherfucker. Would you like to know a sekrit?"
"Tell me
>Aboot cabbages."
"You're too smart for that. Let me instead tell you about the big evil monster's plans to dominate the world. This knowledge will help you along the way."