DraQ
Arcane
Why, it's because respawning can be used to simulate or at least patch holes in simulation:DraQ as a fellow simulationist, why do you disagree with my stance on no respawns?
- It can be used to simulate gameworld that is much bigger (a prominent use case with any sort of downscaling or partial representation), more open or more complex than actually implemented.
It can then be used to simulate there being more (NPCS, resources, etc.) in the world, moving in or being recreated/procreating. - It can be used to ensure conservation of status quo and usually game's premise if the mechanics itself cannot do that (due to downscaling or abuse) - in a scaled down world player's actions will have more impact than they should, in a game like, say, System Shock it is part of the premise that just clearing Von Braun or Citadel of mutant space zombies one at a time and calling it a day is not a viable solution, even though it's hard to ensure sufficiently competent player's inability to do just that other than by making it futile via respawns.
Sometimes you have to accept that your simulation is never exactly going to be the thing you simulate even if you get the rules right and concentrate on having both meet in the right places rather than blindly trusting rules that work in physical world because your computer is not exactly the physical world and rules must be altered to fit if they are to give the same result, even before delving into incompleteness of your simulation for practical reasons.
Dialogue trees are usually misused and abused.Dialogue trees containing topics that are mutually exclusive or remove the others permanently for no good reason when used. Let's say you want to use them all because you're a completionist, so you usually have to reload repeatedly to discover the order you have to use each so that all will be available. I don't remember a single game that had a dialogue tree that didn't have a design flaw like this.
Dialogue trees are tools for handling specific flow of dialogue in specific situations. This isn't how most of player's interactions with non-hostile NPCs go - most often player approaches NPCs in highly random circumstances desiring specific information or service.
This is much better handled by a topic system, dialogue trees only make it more cumbersome, prone to option lock-out and ultimately repetitive (since chances are you will navigate the same tree with local merchant, barkeep or some other know-it-all over and over during the course of the game).
Ultimately the best system for a cRPG is a lawn of topics with some trees planted where appropriate. Amusingly, Morrowind had this kind of system, although trees were very sparsely used and topics often resembled a wiki.
Some good use cases for trees include highly scripted games where there are few character interactions and they occur under predictable circumstances, allowing for meaningful and interesting dialogue. This usually implies the game in question not being an RPG.
One of the interesting few cases of a good use of dialogue trees in a game where you mostly want information would be Azrael's Tear, where it's easy to alienate an NPC if asking or babbling about things NPC had no awareness of or considered nonsense (or worse).
At best it would lead NPC to tire of conversation and disengage, refusing to answer further questions, at worst you might even get attacked. In AzT navigating a dialogue tree required actual navigation and sometimes resembled navigating a minefield. A fun game, if very obscure.