DraQ
Arcane
quote his av m8
Like this?
quote his av m8
Like this?
And contrasting PS:T unique/quest-related NPCs with filler ones from another game comically misses the point.if only we had an awesome button with airhorns and dubstep
(using pst as an example of dialogue mechanics is unfair to any other game. if i had to pinpoint just one aspect of pst which should be used as an example of good design in gaming, it should be the dialogue mechanics)
You said random strangers and i provided you example of random npcs you can encounter on the streets of hive. Not my fault that 99% of npcs in morrowind are fucking mashup of glossary and tourists information centers.And contrasting PS:T unique/quest-related NPCs with filler ones from another game comically misses the point.if only we had an awesome button with airhorns and dubstep
(using pst as an example of dialogue mechanics is unfair to any other game. if i had to pinpoint just one aspect of pst which should be used as an example of good design in gaming, it should be the dialogue mechanics)
Because Morrowind has almost three thousands NPCs, almost two and a half of named NPCs and safely well over thousand you can actually talk to under normal circumstances (meaning they are neither dead nor inclined to extract your spleen on sight).The wiki-style dialogue system is something Morrowing imported from Daggerfall blindly without understanding (apparently) why it was there. Everything in Daggerfall was randomly generated, including the towns. But Morrowind was entirely hand crafted, so why the fuck would you retain such a system?
From a developer standpoint, it's the easiest structure to use for a large amount of text.The wiki-style dialogue system is something Morrowing imported from Daggerfall blindly without understanding (apparently) why it was there. Everything in Daggerfall was randomly generated, including the towns. But Morrowind was entirely hand crafted, so why the fuck would you retain such a system?