Not only for that but also to provoke serious questions and make player look at certain values from a different perspective - there doesn't have to gameplay mechanic around it if they are subtle enough.
THere is where I differ as I pointed out in the article. No doubt there is audience for game mechanics unrelated stuff; especially the social part. But then I point to 50 shades of gray.
I am all for appeal for context as long as in it is not pressed on as a message like Bioware does. TW2 as I said did this all right. I am okay with that.
So just to be clear:
Bioware level of Homosexuality = Bad
TW2 : Great enough and done well.
I played a little NWN2 the other day again and I was suddenly reminded of something that was prevalent in quite a few of Obsidian's RPGs with regards to companion dialogue, most notably NWN2, KotoR2 and Fallout: New Vegas. Something I feel that needs to go and I don't want to see in Project Eternity: Dialogue options that stay with you almost forever!
To be clear on what I'm talking about, I'm meaning dialogue options that crop up every time you talk to a companion/party member that stay there even when you've already asked them that question before, usually because it can lead to several additional dialogue options later that need you to build up a certain relationship level with them to answer more and/or you need to have a high enough Charisma/Persuasion/Speech etc. skill to unlock this.
Personally, this is damn frustrating, and as much as I've largely enjoyed Obsidian's RPGs for the most part, this is all too common a factor I feel just needs to go. There's no need for it. There are exceptions, such as asking party character for their opinions on other party characters and other factors that can lead to a list of responses, but having a list of dialogue options get clogged up because questions and topics I've already discussed with them just stay there is counter-productive. In NWN2 and KotOR2 is was particularly bad, because after I'd gained some approval with the character in question, I had to suddenly remember where in the dialogue trees those once locked-off responses were, asking them the same things again in the right order to finally unlock that stranded dialogue choice, and even then discovering that my approval still wasn't high enough more often than not.
Seriously... either let the companions raise the point themselves when your approval is high enough, or if you must keep the original unanswered questions around, keep them isolated and on their own in the first, initial list rather than burying them in the same initial conversation trees that force me to repeatedly repeat the same damn questions over and over simply because the previously locked-off response is five or six tiers of conversation in. It's frustrating in NWN2 and KotOR2 to chat with companions because of this, and shouldn't be. In other similar games companions chatting is usually one of my favourite parts, but doing it in that manner pretty much ruins it for me.
Infinitron
Decline of course. He is trying to kill the replyability in the story/character interaction.
Infinitron
Decline of course. He is trying to kill the replyability in the story/character interaction.
The idea is to have the new dialogue options appear on the "root" of the directory tree, rather than having to dig for them. Not to eliminate them entirely.
But the entire idea of replayability in this scenario (beyond having actual trees of story options) is that you should NOT know what options are available apriori or at least NOT BE ABLE TO HAVE ALL VISIBLE with the same build. Differing builds should get a chance to create their own story by having access to different dialogue options only their CHOSEN (since everyone can choose all the skill apparently) skills.
And that is the same thing? How?But the entire idea of replayability in this scenario (beyond having actual trees of story options) is that you should NOT know what options are available apriori or at least NOT BE ABLE TO HAVE ALL VISIBLE with the same build. Differing builds should get a chance to create their own story by having access to different dialogue options only their CHOSEN (since everyone can choose all the skill apparently) skills.
Hmm...sure, but what if you tried and failed your skill check once already, but have since upgraded your skill? The game could give you a shortcut on the root of the dialogue tree to try again.
I am all for appeal for context as long as in it is not pressed on as a message like Bioware does. TW2 as I said did this all right. I am okay with that.
So just to be clear:
Bioware level of Homosexuality = Bad
TW2 : Great enough and done well.
See? So as long as they remain thematically consistent "ghay is ok".
No need to start another argument. The earlier was about putting them in as a social gesture.
And that is the same thing? How?
I'd rather not have the side bars. Too cluttered.
1) Install a Referer Control plugin for your browser
2) Block *.imageshack.us from knowing what site you originate from
3) Say goodbye to frogs in ice cubes
Statistics.Including something in a game does not immediately mean giving it "legitimacy", for fuck's sake.
That's not what i said.
Why not include a companion that likes to eat feces and get pissed on? Hey, it happens in real life, so why not put it in the game?
Complains about strawmen, uses the word "librul". Jesus Fucking Christ.REMOVE GD SHIT FROM THE PREMISES
I'm still floored by the fact that Lyric Suite honestly thinks The Witcher series is politically correct.
That's because your definition of political incorrectess is based on a librul strawman.
Statistics.Including something in a game does not immediately mean giving it "legitimacy", for fuck's sake.
That's not what i said.
Why not include a companion that likes to eat feces and get pissed on? Hey, it happens in real life, so why not put it in the game?
BTW why is there a head lodged in that underground part of the dungeon, considering it is going deeper? Whose stupidity is that?
And this is stupidity how exactly? Doesn't it only suggest that the structure was built upon some ancient site-of-whatever?
It does not looked built around. THAT would be okay. It is built ON. o_Operhaps the dungeon is built around an ancient statue? there's also something around the head's neck which looks like slave collar.
Sorry, I forgot to put myself into a transcended mode.
And this is stupidity how exactly? Doesn't it only suggest that the structure was built upon some ancient site-of-whatever?
....
You mean the 3 levels were built ON it instead away from it?
perhaps the dungeon is built around an ancient statue? there's also something around the head's neck which looks like slave collar.