Nigga, plz.What is a "dialogue puzzle"? Is it something to solve for best results?
Unbroken Circle of Zerthimon:
Take the correct path - unlock the circle, get phat lewt.
Take the incorrect path - do not unlock the circle, do not get phat lewt.
Nigga, plz.What is a "dialogue puzzle"? Is it something to solve for best results?
Unbroken Circle of Zerthimon:
Take the correct path - unlock the circle, get phat lewt.
Take the incorrect path - do not unlock the circle, do not get phat lewt.
You had to be mentally impaired to pick wrong option in that if you had the stats.
Relax everybody, they'll probably add a toggle like in PE.
As long as you also consider clicking on monsters to make them die a puzzle - no, it doesn't.Nigga, plz.What is a "dialogue puzzle"? Is it something to solve for best results?
Unbroken Circle of Zerthimon:
Take the correct path - unlock the circle, get phat lewt.
Take the incorrect path - do not unlock the circle, do not get phat lewt.
You had to be mentally impaired to pick wrong option in that if you had the stats.
Difficulty has nothing to do with my point.
As long as you also consider clicking on monsters to make them die a puzzle - no, it doesn't.Nigga, plz.What is a "dialogue puzzle"? Is it something to solve for best results?
Unbroken Circle of Zerthimon:
Take the correct path - unlock the circle, get phat lewt.
Take the incorrect path - do not unlock the circle, do not get phat lewt.
You had to be mentally impaired to pick wrong option in that if you had the stats.
Difficulty has nothing to do with my point.
Also see: the last quote in my sig.Josh Sawyer said:Speech checks aren't used to see if an NPC can successfully lie to you. Also, we've already designed in the era of invisible stat checks. They lead to players believing that their statistics actually have no effect on conversations. They literally don't know what they're missing.
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I'd like to look into options to disable messages of that sort (skill checks, attribute checks, reputation gain and loss), but in practice I think many people will either a) not use them or b) use them only for immersion purposes and metagame around their absence.
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I don't have any objections to optionally turning things off, but I have no illusions about how most people actually play these games vs. how they say they want to play them. I've been watching them do it and dealing with the aftermath for ~13 years.
Josh Sawyer said:I am determined to design my games around retards.
A focus on dialogue as win/loss. Boring.Josh can sperg in P:E, this is a different game with a different focus.
Josh Sawyer said:I've been watching them do it and dealing with the aftermath for ~13 years.
Guess I wasn't clear enough.Josh Sawyer said:I've been watching them do it and dealing with the aftermath for ~13 years.
It's funny how Sawyer is the only one who has ever watched people betatest
Fargo has seen the same thing for 13 years but evidently thinks differently. Fargo doesn't have that engaging smile though, Roguey, does he?
A focus on dialogue period. Awesome.A focus on dialogue as win/loss. Boring.Josh can sperg in P:E, this is a different game with a different focus.
Might I recommend The Walking Dead?A focus on dialogue period. Awesome.A focus on dialogue as win/loss. Boring.Josh can sperg in P:E, this is a different game with a different focus.
I don't think this applies to Torment. The designers seem very focused on player experience. They might be getting it wrong, but they are working on it.Guess I wasn't clear enough.
"'Designer off in the clouds' generally only works out when the designer has a very solid technical understanding and focuses heavily on both gameplay mechanics and player experience. Most designers really couldn't give two shits about either."
I thought we were talking about games.Might I recommend The Walking Dead?A focus on dialogue period. Awesome.A focus on dialogue as win/loss. Boring.Josh can sperg in P:E, this is a different game with a different focus.
Guess I wasn't clear enough.Josh Sawyer said:I've been watching them do it and dealing with the aftermath for ~13 years.
It's funny how Sawyer is the only one who has ever watched people betatest
Fargo has seen the same thing for 13 years but evidently thinks differently. Fargo doesn't have that engaging smile though, Roguey, does he?
"'Most designers really couldn't give two shits about either."
Might I recommend The Walking Dead?A focus on dialogue period. Awesome.A focus on dialogue as win/loss. Boring.Josh can sperg in P:E, this is a different game with a different focus.
In the Torment thread?I thought we were talking about games.Might I recommend The Walking Dead?A focus on dialogue period. Awesome.A focus on dialogue as win/loss. Boring.Josh can sperg in P:E, this is a different game with a different focus.
This isn't the BTE? Oh my...In the Torment thread?I thought we were talking about games.Might I recommend The Walking Dead?A focus on dialogue period. Awesome.A focus on dialogue as win/loss. Boring.Josh can sperg in P:E, this is a different game with a different focus.
Dreamboat Sawyer said:Speech checks aren't used to see if an NPC can successfully lie to you. Also, we've already designed in the era of invisible stat checks. They lead to players believing that their statistics actually have no effect on conversations. They literally don't know what they're missing
Dreamboat Sawyer said:Speech checks aren't used to see if an NPC can successfully lie to you. Also, we've already designed in the era of invisible stat checks. They lead to players believing that their statistics actually have no effect on conversations. They literally don't know what they're missing
Describing relevant statistics in character creation as having "effect on dialogue choices" wouldn't solve this?