Petey_the_Skid


Joined: 01 Jul 2003 Posts: 170 Location: Stanstead, Quebec
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Posted: Wed Feb 18, 2004 7:06 am Post subject: |
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| Quote: | Key-word system; tree-branch system; mood-based response (kindly, rude)?
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I really hate keyword systems, unless the words are clearly labelled as such(i.e. Ultima 6 with the help turned on, Exile 3, Betrayal at Krondor). Otherwise it feels lilke I'm babbling nonsense to the characters by typing in every random word i can think that might get a response. One reason I never used the ask about feature in Fallout 1, because it was practically useless.
Tree branch is quite interesting if done well, but is somewhat limiting for both the player and the designer. All the dialog has to be fully thought out, typed and then implemented with stat checks etc that sometimes don't quite make sense. (Case in point: In FO 1 my Int 4 Badass with the berserker rep was unable to ask to join the raiders, but my Int 5 goody goody was. Checked this out with other chararcters as well, you need a min 5 int to simply ask to join up with them). It is also very easy to set these up very poorly so they either totally miss things(ex. you have killed the king, but nobody seems to notice), loop continously(which is nice if you want to revie convos, but can get confusing, Plansecape: Toment was guilty of this) or are just boring to read. Lots of work to do well, but I think the best system if managed properly.
Mood based respones: The only time i ever saw this implemented was in Jagged Alliance 2, and I really can't discern any diffrenece in reactions from the npc's, no matter which option I choose.
| Quote: | It takes a lot of effort to put as much options as possible, which are the most important. Which skills and stats should effect interaction.
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Ideally, all of them would;). This would be practically impossible however, so of course the "mental" and "social" stats should be primary to inteaction, along with the character's general reputation(to return to the example above, a bad reputaion would grant you the same ability to ask to join a group of raiders for an evil characater as a good one's intelligence would). Certain skills and the physical stats should come into play in specailized situations(you get Brutus the Barbarian when you want to intimidate the guards into letting you in, and Solomon the Sage to discuss the importance of ancient demon artifacts with the kingdom's archmage)
| Quote: | | Why can't you start dialogue in combat like space-sims with hailing systems? |
Dialogue in combat would be somewhat interesting, but really, what would most characters do with prisoners? Most likely kill them and take their stuff. More effective running away is what would be more ideal(Using FO as an example once more, enemies run away, but they can't actually leave maps, even in random encounters, meaning that eventaully, you will kill them, no matter how fast/far, etc they run).
Another option that can take the place of dialogue in combat is the not necessarily dying because they beat you thing. This has occured, to my knowledge, only in Darklands. Just because a group of monsters beat you're party(you xould be more easily knocked out in combat then killed), didn't mean they automatically killed you. You were often robbed, and occasionally one of the party would be taken(forest giants abducting one of the women party members, wolves eating someone, etc), or perhaps jailed if you were fighting the city guard, but you weren't automatically killed. Arcanum really annoyed me because while it allowed you to knock out enemies or be knocked out, the enemies would just continue to beat you until you were dead.
Anyways gotta go for now, though I may be back with some morre babblespeak for you later. |
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