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Sergorn asked a good question, and Tim Stellmach responded: http://www.othersideentertainment.com/forum/index.php?topic=153.0
I don't think this has been brought up yet by OtherSide, so I'm going to ask :
How is UWA going to handle dialogues with NPCs, and most importantly : will it offers the same sort of interactive dialogues the original games had ?
The reason I have some concern about it... is that I've too often seen the argument been made (including notably UW2's director Doug Church, and unless I'm mistaken, Warren Spector) that having dialogues in Underworld was a mistake and that it was a dated RPG trope that lessened the experience of the game. You could see how this view was followed up in many games that followed down the Ultima Underworld lineage, starting with System Shock, Thief, Bioshock and even Arx Fatalis (even if in this case it was more a ressources concernes and Arkane planned to bring interactive dialogues back in Arx Fatalis 2).
And honestly this is a kind of view that make go ugh, and also makes me feel some people miss the point of how much UW dialogues brought to the genre. Because I think the UWs really were amongst the forefather in the early '90s (along with the criminaliy underrated Dark Suns games) of the kind of "choice & consequence" type of dialogues that has no become so accepted in RPG, notably from the likes of Bioware and Obsidian. And I felt that was an important aspect Ultima Underworld - you had to make your own choices in how to progress in the game, and that also included choosing what to do in dialogues (do I talk my way through the Goblin Tower... or kill every one of these yellow bastards... or release the troll after soft talking the leader to give me the key to his cell ?)
So I'm just really hoping that THIS is also in the cards for UWA, because if not it would be very dissapointing.
-Sergorn
Well, we don't have the options of "everybody on the space station is dead" or "you're always trying to hide from everyone."
We've actually talked a fair amount about our approach to NPC interaction. Experimenting with that is an area of design direction we'll probably come back to when we see what our funding level will be, but it's safe to assume we'll view the UW1&2 approach as a baseline.