Grampy_Bone
Arcane
With 90+% of RPGs nowadays I can click through and skim the dialogue without missing anything and still complete the quest. That's because games are unwilling to force you to take notes or pay attention, dialogue options are mostly meaningless, and most skill checks are obvious so you don't need to actually listen to any talking. The Outer Worlds tripped me up and forced me to pay attention once or twice, but for the most part my click-skim-get to the fighting playstyle worked fine. That's pretty sad.
The fact is that RPG storytelling has become commodified to the point of oblivion, most writing is farmed out to z-grade writers who rely on cliche and TV Tropes, and none of it matters.
RPG dialogue started dying when the parser went away and the final nail in the coffin was voice acting. So I treat it with the attention it deserves: none.
Then when someone tries to make a deep storytelling game it's an anti-combat non-rpg like disco rapefugees. Even the most brain-dead click fest popamole combat like Diablo 3 will still have more depth than the deepest "pick three different ways to praise homos" dialogue wheel.
The fact is that RPG storytelling has become commodified to the point of oblivion, most writing is farmed out to z-grade writers who rely on cliche and TV Tropes, and none of it matters.
RPG dialogue started dying when the parser went away and the final nail in the coffin was voice acting. So I treat it with the attention it deserves: none.
Then when someone tries to make a deep storytelling game it's an anti-combat non-rpg like disco rapefugees. Even the most brain-dead click fest popamole combat like Diablo 3 will still have more depth than the deepest "pick three different ways to praise homos" dialogue wheel.