Regarding dialogue as a game mechanic: I refuse to accept it as valid RPG game design. That doesn't mean it isn't a valid game mechanic in and of itself. I don't guess people like to be called Adventure gamers, and it isn't entirely correct, so I'll use the term Narrativist that Mondblut used. Seems more appropriate.
Sorry for quote snippage below. I'm responding to the posts as a whole:
janjetina said:
The value / complexity of the dialogue depends heavily upon the dialogue options. If the dialogue options represent real choices with tanglible consequences, and depend on both game mechanics and the use of player's knowledge of the game world / the character you're conversing with, then you have an increased complexity in dialogue, just as when you combat a certain AI the combat calculations are made according to game mechanics, but the player needs to use his in-game knowledge to apply the appropriate tactics against a certain enemy.
Xi said:
Why not? Just because you think it cannot, history aside(even if it hasn't yet), doesn't mean that it is not possible. The best system of Dialog is tactical, and I think that's a point you missed. For instance, the player should be made to understand the dialog choices they are making for the character, and the more depth the game has built into the dialog system, the more tactical the system can be. Dialog can boil down to character skills, reputation, chance, etc. If fleshed out enough, it could be just as tactical as anything else. Winning a conversation(if you will) would boil down to deciding what the best outcome for your character is before the conversation and then attempting to achieve said outcome.
I understand your points here, and I would agree with them for a Narrative game. Certainly choices and consequences are infinitely preferable to clicking through meaningless dialogue. I don't really have any points to argue.
I spent some time with the NWN toolset, and since the gameplay was so atrocious, about the only thing left to do was try to make a dialogue box game with it. Of course, with my gameplay fetish, it quickly turned into an imposssible task. Some of those dialogue trees are still branching, I'm sure. Just some of the issues I ran into:
Choices - Skill checks in and of themselves are not very interesting. Are you playing a diplomatic character? An intimidating one? Can you switch tactics at will? You either have to design the conversation to have narrow options based on the character build, or easy enough to accomodate all builds. So either you don't have many choices in response, or your skill selection choices didn't really matter.
Consequences - I agree that different choices should lead to different outcomes, but how much can you really change the game? Sure, you can have killing an NPC as an option, but only if they aren't needed for anything else, thus it is already an irrelevant choice. You can save the world or destroy it, but only if the effects of that can be reduced to an ending movie. You still went through the same game to get there.
Anyway(s), I won't bore y'all with all my thoughts on it, especially since I don't have the answers. Probably not the best person to attempt such a game in the first place.
If I was to attempt to design my own Narrative game...
Subject Matter: Needs to be something that is actually relevant. Forget elves & monsters & post-apocolyptic wastelands. How about an Orwellian future where you have to find a way to survive in an oppresive society. Something relevant to today's world.
I am not an RPG: Get rid of the lousy filler combat and stop pretending to be an RPG. Put the gameplay in the dialogue and spend those combat zots on multiple story paths instead.
Goal Choices Instead of offereing different ways to accomplish the same thing (the thing required by the plot), give some actual choices in what is to be accomplished. Maybe I want to destroy this oppresive world with terrorism. Maybe I want to lead a rebellion. Maybe I want to infiltrate it and take it down from the top. Maybe I want to rule it myself. No reason those same stories can't take place in the same setting with the same characaters.
Moral ambiguity is good: Let me lie, cheat, seduce, destroy as I see fit. I can define my character's moral compass all by myself, thank you.
Changing NPCs Adapt the personalities of key NPCs to the player's choices. In one playthrough, maybe that crackpot underground radio operator is an ally for a rebellion leading player. For a powerseeker, maybe he is a constant foil.
Bah! I just ran out of steam mid-sentence. I'm pretty sure I jumped the rails somewhere in the middle of all that, too. I guess my point is, if I want to play (or make) a narrative game, I want it to actually be what it is. Not just some trite dialogues or plotline half-heartedly pasted onto another genre.
On the other hand, if I want to play an RPG, I want to roll for initiative and then go from there.