Section8
Cipher
Fallout dialogue (or most classic CRPG dialogue for that matter) does not involve any player skill (unless you count reading comprehension ). As such, they're not gaming at all. The ability to choose a response to dialogue in these kind of systems is equivalent to the ability to choose whether you go to Redding or Broken Hills first.
Not exactly true. Fallout's dialogue is analogious to any other element of an RPG system. A higher character stat (Speech skill) gives the player more tools (responses) and the player must use simple problem solving to succeed at what they're attempting. That's really no different to a combatant having more tools (aimed shots, etc) due to a higher Small Guns skill. The character skill affects the degree of reasonable choices available, with which the player applies problem-solving skills to.
If you take away the need for player skill, then you're getting rid of the "game" part of "role playing game." And you may argue that you're not "gaming" when you're picking appropriate dialogue choices, but most of the time, you're doing it for a reason, even if that reason is in character. There's a reward of some kind, be it information, a quest trigger, the chance to barter, etc.
Maia, Fallout's dialogue was a sort of mini game, but there's a difference between choosing a smart response and clicking as fast as you can on a circle while looking at a NPC's face. If you can't understand that, well...
Lumpy, from Maia's first post in this thread:
Now, I fully understand the consternation provoked by the persuasion minigame and continuing lack of real dialogues. But IMHO, it is still improvement over MW, although an extremely small one and certainly not what most fans and critics would have preferred.