Oesophagus
Arcane
Well, I'm also not too sure about the typing in keywords thing. There should be a definite disjunct between what the player knows and what the PC knows
And toggle full dialogue lines always on (do they have this option? They should), and enjoy the non-keyword system.You can just not type them...
Exactly! Having a good distinction between in-game and off-game knowledge and not using it, is a sign of a mature player.You can just not type them...
Having skills that cover a variety of situations give you actual choice on how to approach each conflict instead of simply being led passively by the choices you made in chargen. It's why most RPGs offer all those different type of character builds and smart people try to cover as much ground as possible compensating the weaknesses and strengths of each character in the party.Now you can say that that it does not change the fact that the player can get any skills that suit the situation and still get everything. The objection is that don't do it the NWN2 way where it was possible to be a skillmonkey. Make skills difficult to get and fixed around classes so playing each class is a different experience (like in AoD).
I was responding to your AoD example. It's passive because you are pigeon-holed into a path of the game depending on which type of character you are playing. Or at least that was the experience with the demo, the correct response or solution to problems was always obvious because it was the skill you have out of the three choices.This is hardly passive, my dear watson. YOU made the choices, meaning you actively drove your character in a direction. Now take it fully there.
So what the fuck? You are concerned you will already have previous knowledge that you can use for your advantage when you replay the game?Nothing of what I said above this post, was about playing the game the first time.
Well, I'm also not too sure about the typing in keywords thing. There should be a definite disjunct between what the player knows and what the PC knows
Hidden active skill checks are just retarded. You can hide the outcome in this sort of situation, but the player should know that he is lying/using his bluff or whatever to the best of his skill.As I see it, Ideally all checks should be hidden and you should have to figure out what you said makes SENSE. For example in a situation where telling a lie gets you off the hook, you get multiple 'lie' options but your character only knows the right one which is contrived enough to do the same successfully if he actually makes the check (Which you do not see explicitly). This as you can see only works the first time you play that game. Nothing stops you from reloading until you get it right. But that in mind is fine. I don't care about re-loaders. Why should I? I care about the fact that the choice which was the right one made SENSE in context from the story perspective and was well integrated into the text. Angthoron can shed more light on the issue I believe since textual analysis is hardly my strong suite.
Why would it be repetitive? Even if you can cover the vast majority of the skills with your 4 characters, you can't kill a guy and interrogate his slave and then ressurect him and barter for the slave and then ressurect him again and wait until night to sneak and release the slave to interrogate him. Once you make your choice it's done. The difference is just that, you have choice.On the contrary I am not concerned at all. I'd rather not want repetitive game play with all my characters.
Isn't you example that the player would have multiple lie options but only one is actually correct?Hidden active skill checks are just retarded. You can hide the outcome in this sort of situation, but the player should know that he is lying/using his bluff or whatever to the best of his skill.
Wut?
Of course he does. How else is he doing it? Also, if he exclusively invested in it (maxed it out) and the game has no random component then I guess he succeeds, right? Unless the game has a certain failure for an action and as long as that is well written why would you mind that?
I'm using an extreme example. With all the situational skills in Wasteland 2 it will hardly be the case. My point is that covering a variety of skills by having each character specialized in a different role gives you actual choice unlike a game like AoD where you're forced into specializing due to the semi-fixed skill check system and the fact that you only have one dude severely limits your choices outside of multiple playthroughs.I don't get you. Why would you be able to cover all skills with 4 squadmates? That sounds like a suspiciously broken mechanic of skill allotment to me like in.. NWN2!!!
In classic PnP DnD or even Wasteland or Darklands for that matter (the latter had way TOO many skills though) you never actually cover the entire skill array and guess what, that adds to the fun and the value of playing the game.
As I see it, Ideally all checks should be hidden and you should have to figure out what you said makes SENSE. For example in a situation where telling a lie gets you off the hook, you get multiple 'lie' options but your character only knows the right one which is contrived enough to do the same successfully if he actually makes the check (Which you do not see explicitly). This as you can see only works the first time you play that game. Nothing stops you from reloading until you get it right. But that in essence is fine. I don't care about re-loaders. Why should I? I care about the fact that the choice which was the right one made SENSE in context from the story perspective and was well integrated into the text.
I suggested this kind of solution for Mass Effect type of dialogue system ages ago. Here it could work even better, but implementing something like this seems like a huge amount of work.One of the suggestions from the fans was that the Ranger party should deliver a line of dialog instead of just barking a keyword. We really love this idea. Having full sentences creates a natural conversation flow. Additionally, this approach allows us to remove the ambiguity of keywords – holding your mouse over a keyword will show you a preview of the sentence your Rangers will say.
I still don't like it, not a deal breaker for me though.Of course, some people still aren't satisfied: http://www.kickstarter.com/projects/inxile/wasteland-2/posts/412225?page=1#comments
Hmm, interesting point. Player skill, in my hardcore RPG? Of course this is a problem that also existed in 80s games - if you already knew a keyword from a previous playthrough, you could use it to sequence break.The potential problem I see with this keyword system is when they said player input keywords are "never required". So e.g. the party fails the perception check to identify NPC Bob belonging to Red Skorpians, so that keyword doesn't appear in the list. But if the player types in "Red Skorpians", I imagine Bob will react to it same as if the party had passed the perception check and selected Red Skorpians from the list.
Brother None, what do you say about this
I would hope that the text descriptions that contain keywords are also controlled by perception checks for those descriptions to appear, to begin with (like in the video), so the perception check during dialogue is just there in case the player hasn't paid attention earlier.Hmm, interesting point. Player skill, in my hardcore RPG? Of course this is a problem that also existed in 80s games - if you already knew a keyword from a previous playthrough, you could use it to sequence break.The potential problem I see with this keyword system is when they said player input keywords are "never required". So e.g. the party fails the perception check to identify NPC Bob belonging to Red Skorpians, so that keyword doesn't appear in the list. But if the player types in "Red Skorpians", I imagine Bob will react to it same as if the party had passed the perception check and selected Red Skorpians from the list.
Brother None, what do you say about this
I say...it depends! If the character can only find out about it through skill checks, like a perception or spot lie or toaster repair check you have to pass to make the keyword appear, then it won't work the same way if you type it in. That would be the case in this example, if you don't pass the skill check it won't react to typing in "Red Skorpions" as it would if you did pass the perception check.
However, it's more of a regional thing where you can learn in many ways, like through descriptor texts, but could *also* learn about it from using a perception check... if you type it in then, we assume you simply paid attention and saw it in the general descriptor text and the game will respond the same as it would if you passed the perception check.
Also, can the player change the active character mid-dialogue? Or is it just at the start that the speaker can be chosen?
(...snip)
The foundation of the keyword system is the player building up a keyword library through interaction with NPCs and the world. The keyword list starts out empty, and as you speak with NPCs they will reveal new keywords to you. If the revealed keyword is only of interest to that NPC, it will go into a local list. You can click on words in the keyword list to navigate through the conversation. If the revealed keyword has importance beyond that particular conversation, it is put into the regional keyword list. These keywords are of interest to most of the NPCs you encounter that region. A third option, which is never required, is to type something in – a nod to Wasteland 1’s system.