Anyone else want a fallout like dialouge system?

Post » Sat Jan 02, 2010 7:59 pm

well oblivion is a different game, i dont want to feel like im playing fallout, i want a totally different experience


Only unique thing to Fallout dialogue is the influence of stats and skills on it. A fleshed out dialogue interface is something that most decent RPGs have, so I think is more about bringing back some of that RPG feel through dialogue than imitating any game in specific.
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Sat Jan 02, 2010 10:47 pm

I DON'T want the world to freeze when I'm talking to a NPC.
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Sat Jan 02, 2010 10:50 pm

I like Oblivion's system. it just hints at a topic, and allows you to role-play and come up with what your character said in that situation.

Nothing frustrates me more than when I'm trying to roleplay and the choices are too specific/don't reflect what my character would say.

This.
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Sat Jan 02, 2010 5:31 pm

I prefer Oblivion's system, that way you select a topic and can imagine what your character says yourself.
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Sat Jan 02, 2010 12:34 pm

That would definitely be an improvement but why chose that when the one in Dragon Age: Origins was even better, :wink:

I know you people will crucify me for saying this, but I enjoyed the Mass Effect dialogue wheel


I liked it too. But the problem with voiced protagonists is that i will hate the dialog if i don't like my characters voice, and so far, Mass Effect is the only roleplaying game i have ever tried where i didn't wish my character would just shut up... well alright, the dialog in Two Worlds is so bad that it's more fun than annoying really.
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Sat Jan 02, 2010 10:01 pm

I prefer Oblivion's system, that way you select a topic and can imagine what your character says yourself.


I've never understood this. What do you mean 'imagine'? :ermm:
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Sat Jan 02, 2010 6:19 pm

Of all the things they could pull from Fallout 3, the way dialogue was handled would be one of the few things I'd like to see. Especially with actual proper use of skill checks instead of pathetic mini games.
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Sat Jan 02, 2010 3:27 pm

I've never understood this. What do you mean 'imagine'? :ermm:


Do I really need to explain?
:slap:
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Sat Jan 02, 2010 7:14 pm

Do I really need to explain?
:slap:


You've slapped me too many times. THIS IS THE LAST STRAW! :P

My point is: One word topics doesn't make me create a conversation in my head.
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Sat Jan 02, 2010 10:19 am

You've slapped me too many times. THIS IS THE LAST STRAW! :P

My point is: One word topics doesn't make me create a conversation in my head.


Sorry, I just err like the Emote...
Well, I do, not automaticly of course, I do that when I roleplay. Although I don't really mind, I think Fallout's system is more limited than Oblivion's.
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Sat Jan 02, 2010 11:09 am

The dialogue in both Morrowind and Oblivion was pretty bad. Fallout 3 had much better dialogue and I like that attributes and skills play a role in the dialogue.
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Sat Jan 02, 2010 7:07 pm

I prefer Fallout 3's take on dialog because it's completely written out what your going to say, your speech skill matters, and other things can effect actions and reactions of characters.
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Sat Jan 02, 2010 11:17 pm

I could go for either. For me when I press in example "Duties" at the Fighters' Guild in Oblivion...

I think

"Oreyn, do you have any work for me?"

Or when I press "Dark Gift" in the Dark Brotherhood...

I think

"Vincente, give me the gift of eternal life. The ability to enjoy the life-force of my foes."
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Sat Jan 02, 2010 9:00 pm

I also want it the way it's in Fallout. You sometimes have 3 or 4 ways to say the same thing, this is perfect for role playing.

I didn't mind Oblivion's system, but only because it was my first RPG, now that I've played FO3 and NV I couldn't play with a dialogue system like in Oblivion anymore, that's just stupid and backward.
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Sat Jan 02, 2010 6:04 pm

I would love to see the dialogue system like they had in Mass Effect and Dragon Age, where you can make decisions that will effect the outcome of your task or the world.
User avatar
roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Sat Jan 02, 2010 11:51 am

Ive said this a few times before, but I'd like to see a Morrowind style topic selection system where each choice starts a short conversation, then to direct the conversation in the direction you want you can use a Mass Effect/Alpha Protocol style response selection wheel. What is on the selection wheel, and how long you can keep the conversation going, and how much information you can dig out of the conversation is dependent on the players speechcraft skill.

This would allow a greater implementation of the speechcraft skill into the actual dialog itself, also it would allows for a greater selection of topics within dialog while keeping the immersive responce selection of a better dialog selection system.
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Sun Jan 03, 2010 12:45 am

I'd love to see a more Fallout-esque dialogue system. I feel much more involved in the conversation that way.

Morrowind's npcs were walking info kiosks. Oblivion handled it better but I still felt like I was just standing there while npcs rattled on.
And don't even get me started on the speechcraft minigame!!
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Sat Jan 02, 2010 8:48 pm

Fallout-style dialogue it′s an improvement in role-play, so, they might use it
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Sat Jan 02, 2010 10:25 pm

Sorry, I just err like the Emote...
Well, I do, not automaticly of course, I do that when I roleplay. Although I don't really mind, I think Fallout's system is more limited than Oblivion's.

While I understand what your saying to a point you still are just going down set paths. You can choose how you say something by roleplayong but you can't choose what you say and the npc will have no reaction to the roleplaying going on in your head. In fallout while the choices you had were limited you could still choose different outcomes in the gameworld. In other words, in oblivion you rarely if ever got to make choices that affected the game world or npcs.
User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm

Previous

Return to V - Skyrim