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Disco Elysium Pre-Release Thread [GO TO NEW THREAD]

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Codex Year of the Donut
other forum impressions on the more delicate themes

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I like the part where you can really roleplay by going and looking up the statistics yourself instead of being railroaded into the developer's choice
 

smaug

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So, does your stats determine percentage chances on rolls, which will effect a dice, when choosing a certain dialogue choice? Meaning you can fail or not?
 

smaug

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Why is dialogue based on dice rolls, instead of branching dialogue and keywords?

FFS keywords were already a thing in Neroumancer.

Instead of RNG, or can someone explain to me why RNG would be better in this case?
 

smaug

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Because, if you had more keywords and branching dialogue, it could make the game more tactical and involve more exploration/interactivity etc.

Maybe mix some skill checks in dialogue for at least some variety
 

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One fun thing is failed checks often lead to ridiculous dialogue options. They usually end with hilarious results. :) It's a very funny game.
 
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smaug the dialogue is indeed based on RNG. You roll a 1dx, where x is the number of dialogue options available, and the result you get is the dialogue option that gets automatically picked. This is of course to simulate the determinism of real life. lukaszek is one of the lead designers of the game, see.
 

smaug

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I know, but all the dialogue revolves around Dice rolls no? Wouldn’t pure branching and keywords make a solid round expierence then having random chance, that a dialogue choice fails?
 
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I know, but all the dialogue revolves around Dice rolls no? Wouldn’t pure branching and keywords make a solid round expierence then having random chance, that a dialogue choice fails?

All possible dialogue permutations are pre-rolled before the game begins. The calculus involved accounts for every single possible skill and attribute combination, as well as every single situational permutation for every single skill check and dialogue option. This complex algorithm was designed by an international crack team of game theorists and mathematicians who sought to create the most solid, most, uh, roundest experience possible. Therefore we have it on good authority that the experience we are going to get will be the most solid and round thing ever, forming an unprecedented Absolute of RNG and deterministic mechanics.

Tremble, you pathetic thing.
 

smaug

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Does the game have the mechanic, where if you’re carrying a certain item, it’ll change an encounter, because it will birth new dialogue choices, then if you didn’t have the item before?
 
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Does the game have the mechanic, where if you’re carrying a certain item, it’ll change an encounter, because it will birth new dialogue choices, then if you didn’t have the item before?

The game contains multiple mechanics. One is One-Eyed Sasha, a Semenese woman who makes her living repairing motor carriages in the harbor district of Martinaise. She is a possible romance option, but only if you complete her task of knocking over a rival repair shop. The second mechanic present in the game is Alfonse, the sultry beefcake running the carpool in Precinct 51. He is the easiest to access romance option in the game, simply requiring that you pass an easy Electrochemistry white check. Finally, there is Old Thomas, the paraplegic mechanic who was mutilated after too many trips into the Pale. There are no known ways to romance Old Thomas.
 

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Does the game have the mechanic, where if you’re carrying a certain item, it’ll change an encounter, because it will birth new dialogue choices, then if you didn’t have the item before?

This is implemented in the game with certain clothing items as well as 2-3 items which I won't mention due to their spoilery nature.
 

smaug

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I know the game is going to be heavily foucused on narrative and C&C, but does it have lots of interactivity as well, or interesting/well done interactivity at least?

For example, can you move objects around in order to build a structure for a puzzle/NPC, and being able to interact a lot with different environments?
 

Terenty

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I know the game is going to be heavily foucused on narrative and C&C, but does it have lots of interactivity as well, or interesting/well done interactivity at least?

For example, can you move objects around in order to build a structure for a puzzle/NPC, and being able to interact a lot with different environments?

Zelda is in another thread
 

smaug

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I know the game is going to be heavily foucused on narrative and C&C, but does it have lots of interactivity as well, or interesting/well done interactivity at least?

For example, can you move objects around in order to build a structure for a puzzle/NPC, and being able to interact a lot with different environments?

Zelda is in another thread
Ultima 6/7 had a shitton of interactivity, that was well implemented with its RPG elements, and that was back in 1990/1992.
 

hivemind

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But if you were born into a bourgeois social origin, you're still out of luck, sorry. You'll never be a true member of a proletariat, and even if became a wageslave, you'll only become a "служащий", not a "пролетарий". If your job isn't manual labour, of course. And being a "служащий" also won't entitle you to anything, much less free shit. Most you can try is to become is a "пролетарий умственного труда", but it's a hard and perilous road.
this triggered me to the point that if i had gd access I would have made an entire thread in response
 

Terenty

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I know the game is going to be heavily foucused on narrative and C&C, but does it have lots of interactivity as well, or interesting/well done interactivity at least?

For example, can you move objects around in order to build a structure for a puzzle/NPC, and being able to interact a lot with different environments?

Zelda is in another thread
Ultima 6/7 had a shitton of interactivity, that was well implemented with its RPG elements, and that was back in 1990/1992.

Did it also have reactive dialogue and C&C on the same level as Disco Elysium?
 

smaug

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It has branching dialogue. Not stat-based reactive dialogue, at least I haven’t seen in the time I played Ultima VI. But, that’s not what the question was. I was asking about interactivity.
 

Terenty

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It has branching dialogue. Not stat-based reactive dialogue, at least I haven’t seen in the time I played Ultima VI. But, that’s not what the question was. I was asking about interactivity.

Text based interactivity
 

Jenkem

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Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
can one of you preview fucks be actually useful and tell us if there is a profanity/streamer filter in the game or if dave chappelle is right?
 

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