Are dialogues really that bad?

Post » Wed Dec 02, 2015 11:03 pm

Hey

I heard from several people that dialogues and the options to answer them are restricted to "yes" "no" and "tell me more". Is that true?

I know that the main story wasn′t really good in F3 either but according to some dialogues i′ve heard in the vids i fear the worst.

What is your experience? Does it get better over time?

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m Gardner
 
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Post » Wed Dec 02, 2015 9:11 pm

It is personal opinion: I find the dialogue ok in most games - well except Thief 2014, that was :brokencomputer: . What I don't like is having to use cursor arrows (or fly with mouse here and there), when my main controls are the default WASD - on completely other side of keyboard. :brokencomputer:

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Andrew
 
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Post » Wed Dec 02, 2015 2:12 pm

After reading the IGN review I would say no, don't worry too much about it. The dialogue is maybe not the strongest part of the game, but it seems you have different options that kind of suits into different play styles, whether you play the good guy or bad guy. I don't expect it to be the most in-depth dialogue, but I think it'll be good enough. After all, the only "negative" IGN had to point out about the game, was it's (irradiated) bugs.
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Elisabete Gaspar
 
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Post » Thu Dec 03, 2015 6:24 am

Yes it's quite limiting and more important unpredictable ,the dialogue system feals like a rush job to me.

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m Gardner
 
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Post » Wed Dec 02, 2015 11:36 pm

Works perfectly well in my opinion.

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gemma
 
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Post » Wed Dec 02, 2015 8:47 pm

Works better than I feared however I see multiple limitations.

One is that you rarely get the option to ask questions again, if they offer information as part of an quest you have to ask for the information before answering yes / no as the option will be gone afterward.

Worse it also affect unrelated dialogue at end of quests.

Example I had an option to ask some in an settlement what they would do now. I cached in the quest first and only got an trade option afterwards.

On the other hand loot on mouseover works very well.

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Joanne
 
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Post » Wed Dec 02, 2015 7:56 pm

I quite like the dialogue. I'm about 5 hours in, and it seems to be working very well. The dialogue feels a lot more natural and context sensitive. It makes the NPCs feel more alive in my opinion. If you or they have nothing to talk about, they'll simply exchange an appropriate greeting for the situation.

It's very situational. Not all dialogues are "Yes", "No", "Tell Me More". I've gotten some that are very funny. I'm running a high Charisma character, and within an hour I'd already had 2 different Charisma check dialogue options. Codsworth in particular has a hilarious break-down rant if you pass a Charisma check with him.

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Tasha Clifford
 
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Post » Wed Dec 02, 2015 10:28 pm

Agree with that.

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FoReVeR_Me_N
 
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Post » Thu Dec 03, 2015 4:43 am

It's....okay. I prefer the old way, but this is fine I guess.

The dialogue options aren't near as bad as the voice acting from some of the characters. I don't remember previous games' acting being this transparent.
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Alexander Horton
 
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Post » Wed Dec 02, 2015 9:18 pm

I don't know. I marathoned Many a True Nerd's Kill Everything in Fallout 3 series over the last couple of days, and I can definitively say that the voice acting in Fallout 4 so far is world's better.

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Andrew Tarango
 
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Post » Wed Dec 02, 2015 3:57 pm

That rant was brilliant.

Overall, I'd say the dialogue works perfectly fine. It's not bullet point, but you get all the information you need and like others have said, it makes the NPCs feel more alive. They even make snippy remarks if you sit on the dialogue screen too long.

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Sista Sila
 
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Post » Wed Dec 02, 2015 7:44 pm

Met someone, who asked me what I'm doing there, I wanted to be honest and chose "My business" as the answer, thinking that it will tell him my business, turned out that it is a line that basically means "none of your business", and managed to piss him off.

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neil slattery
 
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Post » Wed Dec 02, 2015 9:30 pm

Dang, looks like BGS sort of screwed the pooch here then. This system can be done well. After all, I greatly enjoyed it in TW3.

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Antony Holdsworth
 
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Post » Wed Dec 02, 2015 9:25 pm

I guess it depends on the player, but I instantly took "My Business" to mean "That's My Business", a common phrase used to brush people off everywhere I've lived in the States. I haven't ran into a case of my character saying something I didn't intend from the options.

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Jeneene Hunte
 
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Post » Wed Dec 02, 2015 9:31 pm


I probably haven't given it a fair chance before I criticize. But, now I've had about 2 hours of sleep and a cup of coffee, so it's time to play!!
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Sophie Payne
 
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Post » Thu Dec 03, 2015 2:49 am

I don't think they're very bad. It's not a problem to me.
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Natalie J Webster
 
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Post » Thu Dec 03, 2015 5:06 am

Dialog is fine to me. A few synch issues, but nothing big. Ok I'll admit, some of it is corny.. but it's a game.

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Leah
 
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Post » Thu Dec 03, 2015 2:12 am

It has similarities with Mass Effect and Witcher 3, in my opinion
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Tai Scott
 
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Post » Thu Dec 03, 2015 12:03 am

Codsworths rant is pretty good. Poor guy. I kinda wanna take him over dogmeat.
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Charlotte Lloyd-Jones
 
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Post » Wed Dec 02, 2015 11:10 pm

If you want to be honest with someone, always choose the option that has a general description of what you are doing. "My Business" is the blunt way of telling someone to mind their own knitting.

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JERMAINE VIDAURRI
 
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Post » Wed Dec 02, 2015 3:55 pm

The dialog in Fallout 4 is by far the best Bethesda has written since perhaps Morrowind. Fallout 3 had dialog that made the game unbearable for me to play, no matter how many times I went back to it. It was like everyone was a dopey idiot, and everything was sociopathically and unintelligently polarized into extreme good vs bad, us vs them, this vs that, etc... Fallout 3 features a lot of the most incompetent writing in all of gaming history.

Skyrim had boring, non-engaging, blah dialog, that still didn't amount to anything of much note. The quests were just point a to point b, and there wasn't really any user input. Choosing between A and B is not a meaningful choice, it's a falsified and unsatisfying contrived dichotomy, which ultimately doesn't reflect the player's own disposition, and is really an annoyance to be forced into.

Fallout 4's dialog has grown beyond both those terribly-written games, and is actually bearable.

Bethesda has been putting out bad dialog for years, and gotten away with it just because of the large open-world sandbox type games they've been packaging the dialog in. This time, however, the dialog actually carries a semblance of being meaningful, by providing avenue for actual player expression - similar to the writing in Fallout 1 and 2.

Can it be improved? Sure! But this is still the best Bethesda has done in maybe 10 years or more.

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Katy Hogben
 
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Post » Thu Dec 03, 2015 2:27 am

I do not like the dice roll on persuasion checks, it just makes you reload a save each time if you want it. If you have charisma 10 it should work every time
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Rhi Edwards
 
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Post » Wed Dec 02, 2015 8:44 pm

Its not terrible, if you enjoy Mass Effect, or Dragon Age style dialogue anyway. I found it kind of refreshing actually, I always know the tone for each option. The one big downside is the syncing, I'm trying not to let it irritate me too much though.

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Chelsea Head
 
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Post » Thu Dec 03, 2015 12:47 am

Only 5 hours in and I think I'm still in that tutorial stage where it's teaching me the ropes of crafting at the moment, so it might not be fair to judge it yet. But if the rest of the game is similar in dialogue from what I've experienced so far, I'd be somewhat disappointed that this was their approach to it this time around.

It goes on the rather simple basis you can imagine out of a Bioware game. The good option, the neutral option, the bad option, and the investigate option. Although it's not really a whole lot of investigating but more so one simple question and that's it. Doesn't really expand more than that.

There is one interesting thing about it in which certain dialogue options lead to entirely different ones that others would not. For example, talking to Preston Garvey about their situation, there is one option you can say that can lead to asking why you're in Concord instead of going down the typical dialogue route.

Although that's pretty cool, I still prefer the dialogue of previous games. A variety of ways to react to an NPC, a variety of questions to ask, a variety of ways to react to the answer you get, and those questions you ask leading to more questions you can ask. So far there hasn't been any of that here, you can either react to what someone is saying or use that opportunity to question something but after that you can't talk to them again about the questions you didn't ask or things you didn't say. It's as if you get one shot to say what you can say. Makes sense if it's dialogue that is specific to affect how an NPC is going to feel about you afterwards, but that's not all dialogue. Hopefully it gets better and I will be able to ask the questions I want to ask about the world and it's not "you get one shot only!".


In regards to the voiced dialogue not matching with the dialogue option itself, it has only happened once. Talking to Preston about their troubles and I saw two options, "Tough luck" or something like that in the neutral spot and "Sounds rough" in the good spot. To me, they sounded almost the same context, that is until "sounds rough" was "I'm sorry, that sounds rough" in a very sympathetic tone and Preston is all "you really do care about me!" Lol wut? I actually don't have sympathy for you, don't care about your well being, and I'm not your buddy, we just met and I thought that sounded like a rough experience is all. Again, it was only one time but I felt its only because I guessed my dialogue options correctly to my liking before that point. I shouldn't have to guess what is about to come out of my mouth with your vague options. Guess I'll have to remember there is a chance at being overly sympathic with that good option.

That's my thoughts so far. I think I'll be able to tolerate this new system if it's just going to be like this for the rest of the game. It's got some good things about it, but still lacks compared to what was there before.
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louise fortin
 
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Post » Wed Dec 02, 2015 2:33 pm

100% agree. you can really tell the amount of love & time they put in to it.

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Lance Vannortwick
 
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