Hey,
I'm thinking about a dialog system which is strongly influenced by the player character. I'm not talking about attributes and skills having an influence on dialog options - I take that for granted. What I think of is sort of an alignment system that takes track of choices the player made in the past and which determine the dialog options he'll have in the future.
Now, don't roll your eyes while thinking of BG and NWN. Be more imaginative. It's not a simple good - evil system I have in mind. Sure, good and evil are the borderlines of the system, but more extreme values rather than the only two choices you have.
Well, it's rather late now and I don't have the time to write down every aspect in detail, so I'll go with examples while hoping that you'll get the point. Btw, I'm not going to take attributes , skills, classes or vignettes into consideration because it would be too complex for a simple example, so don't criticize me for that.
Here we go:
The usual dialog system provides typical options for different alignments. Let's say, for example, there is a quest where the son of a farmer has gone missing. Both the farmer and his wife are old and weak and strongly depend on their son - he's a strong guy who has to do all the shitty work. The farmer asks you to help him find his son because without him, he and his wife wouldn't survive the winter. The dialog goes like this:
"Ohhhh adventurer, please, you must help me find little John! Me and my wife are too old to be working on the fields. And winter is coming!"
1. I'll help. And I'm going to work the fields for you until winter! *And* I'm going to cook for you, clean your stable and darn your socks!
2. I'd be glad to. Any idea why he left or where he might have gone? Friends? Did you have a quarrel of any sort?
3. I could help, I guess. I won't do it for free though. I'm desperately in need of some of the shiny stuff.
4. Sure, if it's worthwhile. Any daughter I should know of?
5. I don't have time for this, old man.
6. Well, well, so the both of you are all alone without the protection of your strong son? Don't fear winter, old man. If you don't pay tribute to the mighty me you won't see the next winter anyway.
7. Oh, so you're all alone and helpless? Now, why shouldn't I take your old wife to the backroom and rape the shit out of her? She might be old but ass is ass and I'm not picky. In the meanwhile you're allowed to watch while hanging from that meat hook over there.
8. Winter might be coming, old man, but death is closer. <attack>
So, we have 8 dialog options, each representing a certain alignment. When looking at the choices every sane person will think of somebody who responds with option 7 as a brutal, rutheless sicko. Now, is your character a brutal, rutheless sicko? If not, why providing option 7? Why not providing option 7 only when your character actually is what he needs to be to say something like that?
Before some of you go wild on me, look at it from this perspective:
Throughout the game you make choices. These choices determine what your character is like. Your character determines what choices he can make in the future.
You choose to go with low intelligence and low speech-skill? The consequence is that your character is stupid and has few dialog options. You choose to play a badass? The consequence is that your character actually is a badass.
The only problem I see is making this thing work. There has to be a scale taking track of your choices. Before every dialog this scale is checked and options are presented depending on that scale.
Here's how it could work while using the dialog from above:
Scale goes form 1 to 8 (kept very simple)
Scale: 7
Dialog options:
6. Well, well, so the both of you are all alone without the protection of your strong son? Don't fear winter, old man. If you don't pay tribute to the mighty me you won't see the next winter anyway. (scale value decreased)
7. Oh, so you're all alone and helpless? Now, why shouldn't I take your old wife to the backroom and rape the shit out of her? She might be old but ass is ass and I'm not picky. In the meanwhile you're allowed to watch while hanging from that meat hook over there. (scale value remains the same)
8. Winter might be coming, old man, but death is closer. <attack> (scale value increased)
The result would be sort of a dynamic linearity. It would be more realistic all in all and powergaming would be harder (player is forced to roleplay, best ways of solving a quest can be beyond reach for a certain character). Making the dialog would be easier because you'd have a template (although more dialog options would have to be writte in total).
Vignettes would determine the scale at the beginning of the game. Since then the player influences the scale by the choices he makes.
So, what do you think of it? Would you like if it's well done or is the concept so shitty that the quality of itself doesn't make a difference? Give me some feedback, please.
I'm thinking about a dialog system which is strongly influenced by the player character. I'm not talking about attributes and skills having an influence on dialog options - I take that for granted. What I think of is sort of an alignment system that takes track of choices the player made in the past and which determine the dialog options he'll have in the future.
Now, don't roll your eyes while thinking of BG and NWN. Be more imaginative. It's not a simple good - evil system I have in mind. Sure, good and evil are the borderlines of the system, but more extreme values rather than the only two choices you have.
Well, it's rather late now and I don't have the time to write down every aspect in detail, so I'll go with examples while hoping that you'll get the point. Btw, I'm not going to take attributes , skills, classes or vignettes into consideration because it would be too complex for a simple example, so don't criticize me for that.
Here we go:
The usual dialog system provides typical options for different alignments. Let's say, for example, there is a quest where the son of a farmer has gone missing. Both the farmer and his wife are old and weak and strongly depend on their son - he's a strong guy who has to do all the shitty work. The farmer asks you to help him find his son because without him, he and his wife wouldn't survive the winter. The dialog goes like this:
"Ohhhh adventurer, please, you must help me find little John! Me and my wife are too old to be working on the fields. And winter is coming!"
1. I'll help. And I'm going to work the fields for you until winter! *And* I'm going to cook for you, clean your stable and darn your socks!
2. I'd be glad to. Any idea why he left or where he might have gone? Friends? Did you have a quarrel of any sort?
3. I could help, I guess. I won't do it for free though. I'm desperately in need of some of the shiny stuff.
4. Sure, if it's worthwhile. Any daughter I should know of?
5. I don't have time for this, old man.
6. Well, well, so the both of you are all alone without the protection of your strong son? Don't fear winter, old man. If you don't pay tribute to the mighty me you won't see the next winter anyway.
7. Oh, so you're all alone and helpless? Now, why shouldn't I take your old wife to the backroom and rape the shit out of her? She might be old but ass is ass and I'm not picky. In the meanwhile you're allowed to watch while hanging from that meat hook over there.
8. Winter might be coming, old man, but death is closer. <attack>
So, we have 8 dialog options, each representing a certain alignment. When looking at the choices every sane person will think of somebody who responds with option 7 as a brutal, rutheless sicko. Now, is your character a brutal, rutheless sicko? If not, why providing option 7? Why not providing option 7 only when your character actually is what he needs to be to say something like that?
Before some of you go wild on me, look at it from this perspective:
Throughout the game you make choices. These choices determine what your character is like. Your character determines what choices he can make in the future.
You choose to go with low intelligence and low speech-skill? The consequence is that your character is stupid and has few dialog options. You choose to play a badass? The consequence is that your character actually is a badass.
The only problem I see is making this thing work. There has to be a scale taking track of your choices. Before every dialog this scale is checked and options are presented depending on that scale.
Here's how it could work while using the dialog from above:
Scale goes form 1 to 8 (kept very simple)
Scale: 7
Dialog options:
6. Well, well, so the both of you are all alone without the protection of your strong son? Don't fear winter, old man. If you don't pay tribute to the mighty me you won't see the next winter anyway. (scale value decreased)
7. Oh, so you're all alone and helpless? Now, why shouldn't I take your old wife to the backroom and rape the shit out of her? She might be old but ass is ass and I'm not picky. In the meanwhile you're allowed to watch while hanging from that meat hook over there. (scale value remains the same)
8. Winter might be coming, old man, but death is closer. <attack> (scale value increased)
The result would be sort of a dynamic linearity. It would be more realistic all in all and powergaming would be harder (player is forced to roleplay, best ways of solving a quest can be beyond reach for a certain character). Making the dialog would be easier because you'd have a template (although more dialog options would have to be writte in total).
Vignettes would determine the scale at the beginning of the game. Since then the player influences the scale by the choices he makes.
So, what do you think of it? Would you like if it's well done or is the concept so shitty that the quality of itself doesn't make a difference? Give me some feedback, please.