Greenlight - I'm not sure how a dialogue from Fallout proves anything about Lionheart but I'll bite.
That means no more surprise dialog outcomes
How so? Remember the sword icon doesn't automatically mean a battle, just indicates a hostile tone. Cabal himself (check DarkUnderlord's quotes above) backs me up on this, so some NPCs might take umbrage and attack you instantly (say a guard), some might just be upset with you (say a merchant, who might then charge higher prices), others might even give you something (say a beggar who tells you a rumour to get you off his back). Until you actually try the 'heavy line' you have no idea what the outcome might be just a general idea that in most (but not all) cases the results will be negative even if combat doesn't start up.
So, if you don't know what will happen next (but only have a reasonable guess) doesn't that mean the outcome will be a surprise at least sometimes? At least as surprising as a dialogue without icons where you usually take a guess anyway based on your prior RPG experiences?
Take the dialog with one person in the hub (I think), in Fallout, that he sells iguana sticks made with human flesh. You can blackmail him, and ask him money for your silence. There are different options of money/week. If there were exit icons I would have seen that the answer I chose would end the dialog (200 caps) and some other would do it too, while perhaps the lower ones would assure the dialog continues. What do you think I would have chosen in that case? Probably I would have been able to earn some money through him, and not asked so much trying to barter "manualy".
Well seeing as Lionheart is a different game how can you say which icons go where? This sounds like a perfect dialogue for the use of the barter skill doesn't it? I assume in a Lionheart situation the dialogue would look something like this:
(The player, a member of the Inquisition, has uncovered a family of Demokin in Nueva Barcelona. Now he threatens the father of the family with the attentions of the Inquisition.)
NPC: How much do you want to keep my secret? Think of my family's suffering if the Inquisition takes me away! I might be tainted by magic - but I'm no danger to anyone!
Player:
[Quest icon} Perhaps there is something you can do for me. I seek the Lost Street of the accursed magic-wielders. Tell me where it is and I will let you and your hell-spawn go free. (Obviously, this option only appears if you are on the Inquisition's "Hunt the Wielders" quest)
[Barter icon] 50 gp or I turn you in to the Inquisition.
[Barter icon] 100 gp or I turn you over to the tender mercies of Torquemada.
[Barter icon] 500 gp or the eternal fires of Hell that surely await you will be a relief after the tortures the Holy Inquisition will put you through to scourge your tainted soul.
[Sword icon] I want everything you own you soulless heretic or to the pits of the Inquisition you go!
[Exit] Forget it, go in peace, just don't let me see your tainted face again, heretic!
(Later in the game, if the Demokin and his family survives this encounter you can turn him in to the Inquisition ANYWAY to gain favour from your superiors.)
See you wouldn't put an exit icon next to ANY of the options that WOULD be silly. The exit icon only shows you the quickest way to exit a conversation with no other effects (effectively it is the ESCAPE key) that doesn't stop other choices closing the dialogue if appropriate (if combat starts for example - otherwise there would be an exit icon next to the sword icon too!).
Instead you could choose whichever amount you think you could get away with based on your barter skill (and greed). THEN the game would calculate your success or failure based on your Barter skill . Or you could just try to bully everything out of him! Probably in that case he would attack you in a desperate attempt to silence you or flee the scene, depending on your character's level.
If for example you went for 500 gp and failed, chances are he would end the dialogue something like this:
NPC: You greedy cur! Better that I suffer the tortures of the Inquisition than my family should starve. Do your worst! See you in Hell! [Dialogue closed - NPC attacks/flees]
If you succeed maybe this happens:
NPC: Aaah, my children's bowls will go empty for many a month, but I have no choice to keep them safe from the attentions of the Inquisition. Here is the gold - I hope I never see you again! [Dialogue closed - Player gains 500gp, NPC leaves]
A similar situation - but using a different dialogue system to achieve a good roleplaying result I feel. Just because Lionheart is the spiritual successor to Fallout doesn't mean it has to do EVERYTHING exactly the same! Do you want a sad, pale Fallout clone with magic instead of guns?
Yes, yes I know I"m making more stuff up but if Greenlight can bring in examples from FALLOUT for crying out loud to 'prove' how bad icons are in Lionheart, then I think I'm allowed to pluck rebuttals from my imagination. Does it prove anything to implant whole conversations from one game to another? Can anyone say that my blackmail example plays any worse than many CRPGs already out on the market or that it is impossible that something like is in Lionheart? Are the results of that particular conversation totally predictable even with the icons as some of you claim?
Now that I've mentioned quest icons - which seem to be the biggest bone of contention amongst us here I'd like to respond to a point a couple of people have raised against the quest icons - arising I think from the uncertainty we are all labouring under about when the quest icons actually kick in and exactly how spoilerish they are. No official word yet on the Interplay board I'm afraid, but here are some further thoughts.
Some people have made the point that the quest icons make your character seem 'psychic' with the unerring ability to find things to do while talking to people. Well, apart from the fact that this is a problem in every game - I mean, isn't it a bit of a giveaway that the only NPCs who want to talk to you almost always have a spare job or quest sitting at the back of their minds? Do you slap your forehead in shock when they tell you that they DO have something you can help them out with?
If we stick to my original screenshot (as Vault Dweller has requested we ALL do - sorry Greenlight), then the big fat quest icon is stuck right on the question about Nostradamus. As this is a sole screenshot we have no idea whether it is just my characters 'psychic' powers that have activated this option. Chances are earlier in the game your character met someone who said something like this:
"If you seek the seer, Nostradamus, you must speak with the Weird Woman who lives somewhere in the Pinhead Mountains."
Now you don't have to be psychic to want to ask her about Nostradamus straight away after you spend 3 days searching through the mountains for her! Again, I can't PROVE this from just one screenshot and no actual experience of the game itself - but will you at least agree that it sounds logical? One NPC directing you to another in pursuit of a quest is a fairly standard RPG plot device after all.
I'm also assuming that being a major figure in Lionheart, the Nostradamus quest is HUGE and involves many more NPCs than just the Weird Woman. Chances are in this screenshot, the player has been searching for Nostradamus for quite a while, so the quest icon next to that option is hardly a spoiler. All it does is focus your attention that your quest is continuing and that you've made a major breakthrough (you've found the Weird Woman) so get in there and ask about him already!
Voss said:
How about the ways you could approach the witch about Nostradamus? Rather than just asking for info on him? A sudden violent assault, followed by demands? An appeal to her conscience? Offering the mercy of God to lift the burden of her sins in exchange for helping you on your holy quest? Or just killing her and taking her journal?
Does that have anything to do with the icons? Aren't you writing about the TEXT options for approaching the Weird Woman? I can't deny that the example you give sounds like a great roleplaying experience but are you saying that EVERY dialogue in a game should have that much detail? How many games can you mention actually do that? That is an immense amount of writing for just
one encounter.
Plus, for all we know there ARE encounters like that in Lionheart, it just happens that the one example we have so far isn't quite that complex. Anyway, if you click on the quest icon maybe you HAVE all those options. The player's actual words are:
"Perhaps you can help me, I seek the seer known as Nostradamus"
Who knows how she replies? She might say anything from:
"I know the seer well, but he has never mentioned you, spiritbearer - why do you seek him?" (The dialogue then branches off in several directions depending on the player's skills and which faction he is a member of.)
"Are you sure you know what you are asking for? This knowledge is perilous indeed and I will not part with it easily." (Again, the player can try Speech, Barter or Intimidation to get the information from her with varying chances of success.)
"The great seer's location is hidden from my sight, all I can see is a laughing donkey ridden by a fool." (She refuses to say any more, but judicious inquries in the area will probably lead the player to the local tavern "The Jester's Ass" where they can find further information about Nostradamus.)
I think you can see that all those possibilities are well within the realms of possibility and all of them seem fun to play through - with some being more intricate than others. The point I'm trying to make is that if the dialogue is interesting and well-designed, the impact of the icons on roleplaying is only minimal - is that unreasonable?
Perhaps she offers to give you the secret of Nostradamus's whereabouts for a huge amount of gold (with the option to haggle with your barter skill), or a certain item, or you could use your speech skill to convince her to give you the information for free, or perhaps you can intimidate her with threats of reporting her to the Inquisition. Or you can just exit the conversation and kill her as you suggested and search her effects. Can you
prove any of those options AREN'T in that conversation, hiding just one click away through the quest icon? That's the danger of criticising a whole dialogue system from a handful of screen shots.
Let's take a more basic example. Your character is walking through a village and sees a small girl standing in the street. You click on her and the dialogue screen opens up (surprise! surprise!).
Little girl: Miffy! MIffy! Where are you MIffy! [begins to cry]
Player:
[Speech icon]: There, there little girl, stop crying, what's the matter? (Possibly this option is only visible if you have a certain Speech skill and/or Charisma level)
[Blank] What's the matter with you?
[Sword icon]: Out of my way you snivelling brat!
[Exit icon]: Sorry, little girl, I have to be going now.
(Now I am working on the hypothesis that quest icons only show up when you actually have a chance to gain that quest - but I admit that I could very well be mistaken. In that case add a quest icon to the first 2 options.)
If you choose the first option and succeed with a Speech skill check you convince the girl to stop crying and she tells you:
NPC: I've lost Miffy! She's only a little kitten and she's lost!
If you fail the speech check or choose the second option you have to ask her (politely) 2 more times what the matter is before she stops crying and tells you about her cat.
If you choose the sword (bully) choice at any time she runs off and tells her parents about the 'bad person' which has ramifications for you in this village later in the game.
Otherwise you have the options:
[Quest icon]: Perhaps I can help you find your cat. What does he look like? Where did you see her last?
[Sword icon]: Why are you bothering me about your stupid pet! Stop wasting my time!
[Exit]: Sorry little girl, perhaps your parents can help you look, I must be on my way.
I'll stop there but in that simple example, how did the quest icon spoil anything? Even if it did appear in the opening dialogue screen (which I'm not a hundred percent sure of but still we've already established that it is standard in RPGs that anyone who will talk to you has a job for you). How was that experience any different from an equivalent dialogue in any other RPG? (Apart from my crap writing skills, but remember we are focussing on the effect of the icons - the actual content of the dialogue is a separate issue.)
I DID try to keep this short, but failed miserably, but you all raised some good points. So I did my best to make it an interesting read at least. Sorry guys!