Kem0sabe
Arcane
RPG Dialogue Systems, these days we can safely categorize them into three styles...
Keyword driven
As pictured bellow, had it´s last great hope in the form of Elder Scrolls Morrowind. Somewhat abstract, often confusing, keywords have been around since Zork.
While they provide the player with the opportunity to drive the dialogue straight to the point and inject some depth, the abstraction often removes a sense of personality from the player character.
List driven full conversations
Planescape Torment is the poster boy for this kind of dialogue system, where what you see is what you get, unlike Keywords, you have the option to read and act out your inner dick, or your obnoxious do gooder, and everything in between.
The ideal system for a story intensive setting, it´s often more miss than hit, as it´s more dependent on the quality of writing than anything else.
Emote driven
Mass Effect, Dragon Age 2, The Old Republic... Bioware literally invented the wheel on this. Forget the depth of the keyword system, or the character of full conversations, what matters is how your characters acts. The player is asked to choose an action often based on vague descriptions with unforeseen consequences.
While Undeniably cinematic, the system often puts the player in backseat of the developers joyride through space, time and homoerotic fiction.
The questions i´m asking are which do you prefer and why?
I´m asking this because after watching the recent Wasteland 2 gameplay video, i got to thinking about the system they used (Keyword) and how detached it felt from the characters. Personally i prefer a full list driven dialogue system in my rpg´s.
Keyword driven
As pictured bellow, had it´s last great hope in the form of Elder Scrolls Morrowind. Somewhat abstract, often confusing, keywords have been around since Zork.
While they provide the player with the opportunity to drive the dialogue straight to the point and inject some depth, the abstraction often removes a sense of personality from the player character.
List driven full conversations
Planescape Torment is the poster boy for this kind of dialogue system, where what you see is what you get, unlike Keywords, you have the option to read and act out your inner dick, or your obnoxious do gooder, and everything in between.
The ideal system for a story intensive setting, it´s often more miss than hit, as it´s more dependent on the quality of writing than anything else.
Emote driven
Mass Effect, Dragon Age 2, The Old Republic... Bioware literally invented the wheel on this. Forget the depth of the keyword system, or the character of full conversations, what matters is how your characters acts. The player is asked to choose an action often based on vague descriptions with unforeseen consequences.
While Undeniably cinematic, the system often puts the player in backseat of the developers joyride through space, time and homoerotic fiction.
The questions i´m asking are which do you prefer and why?
I´m asking this because after watching the recent Wasteland 2 gameplay video, i got to thinking about the system they used (Keyword) and how detached it felt from the characters. Personally i prefer a full list driven dialogue system in my rpg´s.