Wizfall
Cipher
- Joined
- Oct 3, 2012
- Messages
- 816
About keywords/dialogues tree.
Dialogues tree are useful to introduce tones and personalization to main character.
It was best use in Fallout 1/2 with great lines from the MC which would not have been possible with keywords.
On the other side if the MC answers are "neutral", the mechanism behind dialogues tree become obvious and the dialogues become quite boring (perfect example for this is FNV, writing wasn't stupid at all unlike in F3 but lacked any kind of flavour and felt very mechanical, not at all "immersive").
Keywords is much more "gamey", make you fell you are doing some kind of detective work (it can be super easy like Shadowrun SNES, it does not matter you still have this feeling IMO).
Dialogues feel much less mechanical too than tasteless dialogues tree (FNV).
But it requires a huge amount of work, impossible to convey if too much NPC because you need NPC to be able to speak on a damn lot of topics.
The only cRPG i know who managed it really well is Wizardry 8, the NPC have answers to plenty of keywords (moreover a fair amount of long interesting answers, not one-liner) making them very interesting and deep (and when you replay you often find some more dialogues for each one) .
Thing is there are maybe something like 20/25 "developed" NPC in W8.
The other "generic" NPC often have like 3 possible voiced one liner (you don't enter dialogue mode), the equivalent of floating text on unimportant NPC in F1/F2.
But it's a good trade-of IMO.
Dialogues tree are useful to introduce tones and personalization to main character.
It was best use in Fallout 1/2 with great lines from the MC which would not have been possible with keywords.
On the other side if the MC answers are "neutral", the mechanism behind dialogues tree become obvious and the dialogues become quite boring (perfect example for this is FNV, writing wasn't stupid at all unlike in F3 but lacked any kind of flavour and felt very mechanical, not at all "immersive").
Keywords is much more "gamey", make you fell you are doing some kind of detective work (it can be super easy like Shadowrun SNES, it does not matter you still have this feeling IMO).
Dialogues feel much less mechanical too than tasteless dialogues tree (FNV).
But it requires a huge amount of work, impossible to convey if too much NPC because you need NPC to be able to speak on a damn lot of topics.
The only cRPG i know who managed it really well is Wizardry 8, the NPC have answers to plenty of keywords (moreover a fair amount of long interesting answers, not one-liner) making them very interesting and deep (and when you replay you often find some more dialogues for each one) .
Thing is there are maybe something like 20/25 "developed" NPC in W8.
The other "generic" NPC often have like 3 possible voiced one liner (you don't enter dialogue mode), the equivalent of floating text on unimportant NPC in F1/F2.
But it's a good trade-of IMO.