I liked the vid overall, but some things can be done a lot better:
a) visability cones are just wrong. it's better to get rid of them alltogether. if they realy want to keep them then make them more realistic like 150 deg for humans and those insectoid flying bugs should be able to see 360 deg not 2 meters in front of them.
COMABT MODE BULLET HOLES!!!
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timer on unlocking doors..........................................................................SOO TENSE!!!!11
BROFIST
BROFIST
BROFIST
It's ruining their immurshan. They can't see the Fear in the Ork's Eye when their dialog isn't spelled out for them.Why is everyone butthurt about keywords? Their implementation (from my understanding) is functionally the same thing as a typical dialogue tree, correct?
That's the argument Oblivon fans used to defend the shit dialogue. LARP all the way, imagine your character is saying something. Better yet, say it aloud, then click a keyword.It's ruining their immurshan. They can't see the Fear in the Ork's Eye when their dialog isn't spelled out for them.Why is everyone butthurt about keywords? Their implementation (from my understanding) is functionally the same thing as a typical dialogue tree, correct?
Well, it precludes making choices by dialogue - but it doesnt preclude making choices by actions and then having consequences based on that.Why is everyone butthurt about keywords? Their implementation (from my understanding) is functionally the same thing as a typical dialogue tree, correct?
I suppose it was to be expected we'd have a group of people who never played Wasteland expecting Wasteland 2 to be more like Fallout than Wasteland.
Cry if it's like the original. Cry if it's different. Can't win.
The idea is to have no pigs.I already detailed my argument or did you miss that? I don't think the OTHER way is necessarily better. It's usually not much more than lipstick on a pig.
The idea is to have no pigs.I already detailed my argument or did you miss that? I don't think the OTHER way is necessarily better. It's usually not much more than lipstick on a pig.
And while I would be curious to see how these writers handled longer question lines, I usually do find myself wishing the game wasn't putting words in my mouth.
But it's branching dialog! So what if it has a keyword instead of a full sentence or a paragraph invoking a unique personality and descriptive elements! It's just lipstick on a node in a tree! It's futile!
.etc
The idea that keywords are more efficient, in a time and money sense, rather than a presentation sense, is valid, though. They only have to write half the "dialog", after all.
It's not your mouth. It's your characters' mouth.
I am afraid I don't get you.The pig is the system in the first place.
But it's branching dialog! So what if it has a keyword instead of a full sentence or a paragraph invoking a unique personality and descriptive elements! It's just lipstick on a node in a tree! It's futile!
.etc
The idea that keywords are more efficient, in a time and money sense, rather than a presentation sense, is valid, though. They only have to write half the "dialog", after all.
Don't get me wrong. Keywords are NOT bad. They are too minimal, and there is NO reason not to go for full text based dialogues, which I can't think why, would be an issue. You don't have to voice it, you are writing full dialogues for others why not do it for the party? Good writing should take care of any worries you might have for poor understanding of the player's intentions.
From twice the writing to four times the writing.