To avoid this issue there has to be some 'dynamic' part. My point wasn't that the problem is completely exclusive to AoD so I think it's safe to say that we agree on this point.
That is an insoluble problem, because it's a pseudo-problem. What most players consider dynamic gameplay is just a synonymous for combat or exploration. There is nothing to fix in dialogue trees as gameplay element. This is just a matter of personal preference. If most games labelled as cRPGs were games like “King of the Dragon Pass”, we wouldn’t be having this conversation.
I don't think that the reason is that they are easier. The reason is that to experience game to the fullest you have to make a hybrid character. These games favor hybrids (diplomat-gunslinger is probably the best Fallout build), AoD favours specialists.
Every time I engage in a discussion about AoD it feels like entering in the Twilight Zone, because everything is inverted and things are perceived upside-down. Games that treat skill checks as fluffy are presented as favoring hybrids. That’s completely lunacy. These games favors specialists, combat specialists, but give you the illusion that skill check matters because your survival is not affected by it. The bulk of the game is resolved by combat. You use skill checks to interact with the environment, but you have to fight. Skill checks are there just to make your exploration more awesome. They don’t actually track players' limitations.
Also, please note that in these games a talker will often be pushed into dangerous combat and will have to get out of it, which makes things a bit more interesting. The most talented diplomat in Fallout will have to at least be able to run away.
That’s not true, is it? In FO you don’t really have a pacifist playtrough, you have one way to reach to the end trying your best to avoid fights with outdoor skill because the game was not designed to be played that way. In Arcanum, you have to do a bunch of gimmicks to avoid trash combat in maps, but you are still overwhelmed by combat in every quest. VtM:B is the same thing. You talked as if AoD should learn with the classics how to implement a better pacifist playtroughs even though they don’t support pacifist playtroughs at all. That’s why the “pacifist” player is always in danger, because these games revolve around fighting. In AoD, on the other hand, non-combat builds face real danger that were properly implemented for these types of builds. Once again, the reality it’s precisely the opposite of what you are saying.
I think that the only way to avoid this issue would be to make an RPG with a completely new structure and gameplay. Some sort of social simulator, but with actual plot and challenge.
Exactly, and players that complain about pacifist playtroughs now, would complain even more then.
So as a summary I agree that pacifist runs in all RPGs suffer from this, but it hurts AoD more because it's much more focused on pacifist characters.
It is not focused on pacifist characters; it allows you to be a pacifist character. This is a big difference.
Also I disagree with the notion that AoD is hard (at least when we exclude the combat), making a good pacifist and finishing the game isn't honestly that hard, just a bit tedious.
Trying telling that to players that played most classics of the 90s, but keep whining on steam about the learning steep curve. It is hard in comparison to most cRPGs. Saying it is easy just to diminish the design principles of the game won’t make reality go away. You just need to consider the achievements data to know that most players can do a lot of things.
I agree in principle. Typical RPG dialogue is banal rambling and false choices, so there's room for improvement. CYOA (or "dialogue tree") isn't an improvement; it takes away player agency. You're just guessing answers on a multiple choice test.
Guessing answers is player’s agency. Just because you don’t like it, doesn’t make it non-gameplay.
Rather than adding more and more dialogue, I would try to make other non-combat gameplay more interesting. Let players solve problems more creatively by interacting with objects and the environment.
And there you have it. To solve the “problem” of dialogues not being gameplay, let’s add interactions with the environment, because the only genuine gameplay is moving my character model from point A to point B. Just because you don’t like certain kinds of gameplay, that doesn’t make them nongameplay.