Mendoza
Liturgist
- Joined
- Sep 24, 2004
- Messages
- 277
aboyd said:One of the things that drives me !^&^%!@ insane is when I feel a response choice is entirely good, and yet the developers intended it to be completely evil. For example, when you start KotOR 2, some creepy old lady (Kreia) who is faking her own death pops up in a morgue and starts trying to convince you to take her off the ship. I evaluated it: I don't know her but she's real eager to be chummy with me, and she's being deceitful in faking her death, and it just so happens that she's the only living person in a ship full of bodies. OK, she's a nasty piece of work. I'll take the dialogue option for "Get away from me!"You'll no longer read the lines and select which one you want to say; now you use a dialogue wheel to choose the approach you want to take (bully, bribe, or be nice, for example), and your character takes it from there.
And then the game awarded me dark side points. WTF?
The developers clearly felt that blind trust in a stranger standing on a pile of corpses was the "good" reaction to the situation. That doesn't strike me as a "good" dialogue choice so much as an incredibly stupid choice. But there it is.
All of this is to say that if new games clearly flag the developer's intended goal for each bit of dialogue (bully, bribe, and so on), then I will be much much less frustrated. So I have cautious optimism for this new feature.
(As an aside, I'm finding KotOR2 is annoyingly linear -- at a couple of places, I'd get a single dialogue choice that completely ran against my character. The worst was a spot where the only option was to lie. And the level design -- single paths that funnel you to the only destination option... ugh.)
-Tony
This was basically my reaction (at least after reading Volourn's quote of how the system worked) - I'd be very interested in seeing how a conversation worked where you chose the approach you want to take rather than the exact words. As well as being a bit clearer, it should make it easier to allow stuff like 'I want to help this old lady, and make it look like I'm doing it for good reasons, even though I'm not good' rather than the current practice of the game thinking you've picked the 'good' option before you're good.
Since you see/hear the exact words you say after choosing anyway, I don't see that you'd lose anything (unless you decided that you don't like the exact words chosen for you).
As for having it using a wheel (or whatever) rather than a list of options, it's just a graphical rearrangement so who cares?