Fat Dragon
Arbiter
Has their been any info or leaks on what that secret game Chris mentioned could be? Hopefully something brand new and not another sequel or licensed game.
I'm not sure we're on the same page as to what "player agency" is. It's the player's capacity to do something that has an effect in the game. The act of learning from a dossier has nothing to do with player agency, but whether the information learned can be used in meaningful ways has. And in AP it can be, much the same way information learned through the scanner in DE:HR can be used to effect different outcomes.Learning the information of a dossier basically requires no player agency. Either you read the thing or you don't. The scanner thing means there is *gameplay* in learning what the dossier would say. It's interactive and thus has player agency.That's not different from what happens in AP; you can still choose to go against or for what you learn from the dossiers, and npcs react accordingly. You may want to go against because you want to rile up the npc, for example.
Moreover a lot of the dossiers are acquired through hacking/lockpicking/whatever which are character skills that the player chooses. Granted, one doesn't need to have invested in said skills to access the information, but the skills are there partly to equip the character for information access.
I would certainly like a good systemetised conversation system. Arcanum has a decent one with the inclusion of npc Reaction, but it lacked a generic speech skill. Morrowind's is not bad either except for how easily exploitable the use of Speechcraft can be.That's the whole idea of systemizing something. You create an abstraction which can then be manipulated. People don't have HP as depicted in games either, it's an abstraction.
Uh, okay? RPG players don't really expect conversations to be systemized in that way, especially when the alternative (Alpha Protocol-style "the dev team thinks of everything" scripted conversations) has proven to be much more impressive.
Should I bring up the Oblivion persuasion system?
it lacked a generic speech skill.
I was very impressed with HR's system. Less impressed with their content.Uh, okay? RPG players don't really expect conversations to be systemized in that way, especially when the alternative (Alpha Protocol-style "the dev team thinks of everything" scripted conversations) has proven to be much more impressive.
I thought of this, Fable too also has an awful abstract system. I don't know what to say other than some systems are good and some are bad. HR's was good.Should I bring up the Oblivion persuasion system?
Not really because often reaction doesn't mean anything at all, and there is no systemized way to understand how to change the reaction. Which is the innovation that HR introduced.I would certainly like a good systemetised conversation system. Arcanum has a decent one with the inclusion of npc Reaction, but it lacked a generic speech skill. Morrowind's is not bad either except for how easily exploitable the use of Speechcraft can be.
I think if you combined it with Obsidian's indirect reaction system and Avellone's writing, it would be really good.
Low Reaction can mean npcs refuse to talk to you, give quests, barter, or rent room at inns.Not really because often reaction doesn't mean anything at all,I would certainly like a good systemetised conversation system. Arcanum has a decent one with the inclusion of npc Reaction, but it lacked a generic speech skill. Morrowind's is not bad either except for how easily exploitable the use of Speechcraft can be.
The BE stat, some of the character Backgrounds, or simply bartering.and there is no systemized way to understand how to change the reaction.
It doesn't have to be used just for persuasion. You could have multiple meters, with different reactions depending on how filled each one was. Some could be mutually exclusive.
The cool part wasn't filling the persuasion meter, it was learning what you had to do to fill it.
I don't have a beef with dossiers. I just think HR's interactive method of delivering information is a really good idea.OK, this isn't DX:HR. You're describing something that doesn't exist.
So basically your beef with Alpha Protocol is that the dossiers didn't make it 110% obvious what different characters wanted you to say to them to fill up their behind-the-scenes conversation meter(s)? Uh, okay.
Again, I don't know about you, but I for one don't seek dialogue in RPGs that is as predictable and "calculable" as combat. I don't need a persuasion meter that acts like the dialogue equivalent of hit points, or something like that. Non-systemized or lightly systemized adventure game dialogue is unpredictable and fun.
I don't have a beef with dossiers. I just think HR's interactive method of delivering information is a really good idea.
Has their been any info or leaks on what that secret game Chris mentioned could be? Hopefully something brand new and not another sequel or licensed game.
How the hell "NARRATIVE system" has nothing to do with storytelling?Nothing about storytelling. Nothing about reactivity.
The key word being "system". Ie, what Lancehead said.
Anyway, this is a pointless argument. Send MCA an email and ask him what he meant. He'll probably reply to you.
The Wire RPG?
I consider AP better than ME even when it comes to presentation. The conversations in AP flowed smoothly because of the timer. Where BioWare showed the ass of Miranda as the characters looked at each other awkwardly while the player made a decision on a choice, AP simply picked a default choice if the timer ran out. Note that in AP most of the time the dialogue options appeared well before an npc finished speaking so as to give the player time to decide on a choice while keeping the flow of the conversation. I also find AP has better faces and facial animations.Provided you played both AP and ME, you know what he's talking about. They tried for the same sort of dialog wheel / in-game cinematic style. To do this, it isn't just about writing great lines / stories / characters. It isn't just about providing C&C. Ultimately, it's about getting down the timings, facial & body animations, camera angles, etc. AP's execution of the style was clunky; Bioware's was smooth and polished. Ignore the content and just look at the way it's presented and the difference is obvious.
AP was Obsidian being out of its comfort zone, which is old school text heavy games with minimal in-game cinematics.
I also find AP has better faces and facial animations.
I consider AP better than ME even when it comes to presentation. The conversations in AP flowed smoothly because of the timer. Where BioWare showed the ass of Miranda as the characters looked at each other awkwardly while the player made a decision on a choice, AP simply picked a default choice if the timer ran out. Note that in AP most of the time the dialogue options appeared well before an npc finished speaking so as to give the player time to decide on a choice while keeping the flow of the conversation.
I consider AP better than ME even when it comes to presentation. The conversations in AP flowed smoothly because of the timer. Where BioWare showed the ass of Miranda as the characters looked at each other awkwardly while the player made a decision on a choice, AP simply picked a default choice if the timer ran out. Note that in AP most of the time the dialogue options appeared well before an npc finished speaking so as to give the player time to decide on a choice while keeping the flow of the conversation.
The timer thing was justified in some cases (such as when you have to decide which files from a self-erasing flash drive you want to keep), but mostly it didn't make any sense whatsoever. Why should artificial time constraints be enforced on me when I'm asking a dude about mission objectives?
Obsidian is a lot more than just former Black Isle employees, especially AP which had its largest team ever. Josh Sawyer even said that the AP/Aliens period of Obsidian Entertainment made him uncomfortable because he could no longer know everybody. Also remember that their first release as Obsidian was a cinematic heavy Xbox game and their second was nicknamed "Neverwinter: The Movie" by Scorpia because of how cinematic-heavy it was.AP was Obsidian being out of its comfort zone, which is old school text heavy games with minimal in-game cinematics.
As I recall (I may be wrong?) the same thing applied to ME: you could select a choice before the NPC stopped speaking and it'd smoothly segue into your response. Having the option to take your time is better than not having it.I consider AP better than ME even when it comes to presentation. The conversations in AP flowed smoothly because of the timer. Where BioWare showed the ass of Miranda as the characters looked at each other awkwardly while the player made a decision on a choice, AP simply picked a default choice if the timer ran out. Note that in AP most of the time the dialogue options appeared well before an npc finished speaking so as to give the player time to decide on a choice while keeping the flow of the conversation. I also find AP has better faces and facial animations.
http://social.bioware.com/419394/blog/59615/a lot more emotion than your typical Bioware flatface.
It makes no sense at all for them to create an original IP for a publisher.Has their been any info or leaks on what that secret game Chris mentioned could be? Hopefully something brand new and not another sequel or licensed game.
Obsidian is a lot more than just former Black Isle employees, especially AP which had its largest team ever. Josh Sawyer even said that the AP/Aliens period of Obsidian Entertainment made him uncomfortable because he could no longer know everybody. Also remember that their first release as Obsidian was a cinematic heavy Xbox game and their second was nicknamed "Neverwinter: The Movie" by Scorpia because of how cinematic-heavy it was.
The timer thing was justified in some cases (such as when you have to decide which files from a self-erasing flash drive you want to keep), but mostly it didn't make any sense whatsoever. Why should artificial time constraints be enforced on me when I'm asking a dude about mission objectives?