http://forums.obsidian.net/topic/64...ar-to-torment-tides-of-numeneras-tides/page-5Josh said:The system is pretty straightforward. Characters react to individual choices you make in the same way that they would in pretty much any other Obsidian game. Whether you see a [Clever] tag in front of your reply before you select it or not, your expectation of how the character is going to respond is going to be based on your understanding of the character. However they respond (positively, negatively, or something else), you just put a penny in the "Clever" jar. If you keep selecting witty/sassy/sarcastic responses or ways of dealing with people, their responses are all going to be based on the context and who they are as individual characters.
Where the actual rep comes into play is not in the replies available to you, but in how people talk to you or treat you as person, often outside of the context of you making those individual choices. An NPC might meet you and invite you to a party based on your reputation for wit (even if you're not being particularly witty at the moment). Another person might balk at involving you in a discussion of faith because they assume, based on your reputation, that you're a clown who can't take anything seriously.
BG/IWD successor
entering a dungeon and immediately dying from a swarm of insects and spiders: a noble icewind dale tradition upheld in #projecteternity
How could one ever anticipate what a characters reaction will be to dialogue options? It can't be done. Requesting Hepler mode for dialogue.Now you can clearly see what you mean to say but you will have no idea how the NPC will interpret it.
Player is supposed to think with his own head and try and understand writing style of the game, and carefully pick his lines so he won't mess someone's life up.
Writers should challenge their writing skill so compassionate answer would indeed sound compassionate, and produce that kind of banter player would expect if he picks such an answer. They should establish player's persona, even if it's neutral, so you know what are you picking there.
"Show, don't tell."Now, now Josh, the movie director has an obligation to make the movie more "welcoming" to the moviegoers that are just plain bad at understanding/following movie plots, if they don't "get" the plot, the movie director failed at his job, it's as simple as that.
Refer to http://www.rpgcodex.net/forums/inde...t-eternity-thread.75947/page-936#post-2954642Sorry, I don't believe that, not even if Josh were to outright state it, often moviegoers say they want one thing when in reality they want something completely else, (competent) movie directors have no illusion about that and act accordingly.
For example, my dumb jock friend who almost exclusively watches big budget Hollywood blockbusters loves it when the movie goes out of its way to help him understand the plot, I'm sure Josh is the same (he's just being dishonest).
I never said it wasn't going to be a BG/IWD successor. After all, that's what the pitch was. I said it's not going to be a BG-clone i.e. Baldur's Gate just with a different system and slightly different content.
Can't be a tradition if it never happened to me.More: https://twitter.com/jesawyer/status/401429781507362816
entering a dungeon and immediately dying from a swarm of insects and spiders: a noble icewind dale tradition upheld in #projecteternity
I never said it wasn't going to be a BG/IWD successor.
Chris is not the project director.
Josh can't really control what Obsidian co-owner Chris Avellone does or say to the public
Can't be a tradition if it never happened to me.
Forget about it.Sure, writer can use exposition and explain a tone of line spoken, but reader's predicament usually would be based on his knowledge of the nature of the characters.
yo sensuki image macros will probs get you probated on SA
I got that, but I fail to see the point in providing such information. And to make it an on/off switch. It's roleplaying thing. It should either be implemented by default like Numenera's "tides", or game should use other means to tell you what kind of character are you playing.
I'm confused.
For some reason even in text games, developers rarely use descriptions of that sort. Maybe it's because amount of text would be just too large, and "non-reading" people won't appreciate book-like dialogues.Unless you'd like the dialogue options to also contain descriptions of how the pc says his lines (like in the main dialogue window)
And that's exactly what I said two posts back. Well, except I used "simple". And whether they'll fit such a game, if such things are systematized, I don't see why not.(And if you actually want to create game where intent and tone of line matter so much it changes gameplay, tags are crude, ugly way to do that and won't even fit in such a complex game; you'll want to use real descriptions for that to make it actually look elegant and important).