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- Jan 28, 2011
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Every other mechanic in the entire game will be simpler than combat, even dialog—so, should every other choice and skill check and dialog option be forgiving and non-frustrating and non-fuck-uppable?
My guess is that they're going to try to implement dialogue skill checks such a way that the player has little choice but to accept the consequences of failure. Probably by making them dependent on stats that are static or increase only very slowly, so there's no, eg, Age of Decadence Beta 1 style metagame where you save up your skill points until you need them for the next dialogue. And of course, no randomness.
A large part of PE's design basically revolves around "convincing players that they should allow themselves to fail".