Conversations With NPC Might Be Weird?

Post » Sun Aug 08, 2010 8:46 pm

Npc's will move about during dialogue which is great but the pc will still be locked in place. Anyone else think that might be weird/jarring?
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Emma louise Wendelk
 
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Post » Sun Aug 08, 2010 10:03 am

Yeah. I'm a bit confused by this myself.

The way I thought it might work is that the NPC is talking, you can move around and stuff, and when you answer, a message box comes up and you stop and select what you're going to say next. I really don't know though.
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Nymph
 
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Post » Sun Aug 08, 2010 8:08 pm

wait, where did it say that the PC's locked in place during a conversation? did I miss an information?
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Rude Gurl
 
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Post » Sun Aug 08, 2010 8:51 am

Chances are, you will be forced to move with the NPC during the conversation.
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Jack Moves
 
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Post » Sun Aug 08, 2010 8:58 am

Did they ever actually state that you're locked in place? In the article they say:

Approach an NPC, and a converse options will pop up. As they speak to you, the AI character will move about [..]
They never say you are locked in place, and they never say you can move around. :shrug:
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Petr Jordy Zugar
 
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Post » Sun Aug 08, 2010 11:40 am

I figured it'd be Half-Life style, you can move around and do anything while they were talking. But it didn't occur to me that you have to choose things to say, so I dunno how that's gonna work. Maybe your head/camera will follow the npc while they're talking.
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Steve Smith
 
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Post » Sun Aug 08, 2010 4:25 pm

I figured it'd be Half-Life style, you can move around and do anything while they were talking. But it didn't occur to me that you have to choose things to say, so I dunno how that's gonna work. Maybe your head/camera will follow the npc while they're talking.

Of course you have to choose things to say. Every single conversation isn't going to play out.
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SWagg KId
 
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Post » Sun Aug 08, 2010 2:22 pm

In Two Worlds 2, you can move the camera and character around, but once you reached a certain distance, the character is forced to turn back and face the NPC he's talking to. I would like that in Skyrim.
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Bee Baby
 
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Post » Sun Aug 08, 2010 9:39 pm

Hopefully you can also move around freely as an NPC talks, while an unobtrusive dialogue menu appears somewhere near the bottom or side. I'd like to be able to attack someone while they're talking or run off to hear them yell, "Hey, where are you going!"

I can hear already hear that in the voice of the orc/nord from Oblivion, haha.
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jessica robson
 
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Post » Sun Aug 08, 2010 12:46 pm

Of course you have to choose things to say. Every single conversation isn't going to play out.

As a spin on what I suggested in the HUD/Controls topic. I'd say it's possible when you choose the "Converse" option you could still walk around and do stuff and use the D-pad to cycle responses and press A to say them. When you are finished Press B to exit or there might be a exit option like in Oblivion. :shrug:
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ANaIs GRelot
 
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Post » Sun Aug 08, 2010 8:31 pm

It would be rather annoying if conversations were broken up too often by hostile or even glitchy enemy ai...
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Cccurly
 
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Post » Sun Aug 08, 2010 7:22 pm

Yeah, the ability to interrupt conversations by hostile attacks or moving too far away, or specific movements in general just sounds like a breeding ground for various bugs. I imagine once conversation is initiated that the player will be unable to perform any actions other than walking/running and toggling perspective.

Sounds like fun though.
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electro_fantics
 
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Post » Sun Aug 08, 2010 8:49 am

In Two Worlds, you can move the camera and character around, but once you reached a certain distance, the character is forced to turn back and face the NPC he's talking to. I would like that in Skyrim.

I did only assume that the PC was locked in place during conversations because it was the only thing that made sense : if you move about and you end the dialogue, it could rank from annoying to problematic - if that's one of the important dialogues you can't always start back.

A system as you describe would be more natural, while preventing that. It sounds much, much better.
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CHANONE
 
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Post » Sun Aug 08, 2010 1:21 pm

Yeah, the ability to interrupt conversations by hostile attacks or moving too far away, or specific movements in general just sounds like a breeding ground for various bugs. I imagine once conversation is initiated that the player will be unable to perform any actions other than walking/running and toggling perspective.

Sounds like fun though.

Yea I can see many quests getting bugged out because conversation gets interrupted and then something goes wrong.
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Rebekah Rebekah Nicole
 
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Post » Sun Aug 08, 2010 3:45 pm

I'm sure it'll be somewhat like D_Sledge said. Since both the player and npcs can begin the dialogue(as in the previous games) I'm betting that npc will speak, with subtitles so you don't miss anything. During that time you can walk around. But when it comes time to answer, your movement will pause and a box will pop up where you select your response to the npc. Just a momentary pause in the action. Then, you can move about again while the npc talks. At least that's how I picture it.

But then again, most conversations might not be long enough that the player needs to move around. Although I hope the conversations aren't done this way. I'd like to move around, if they can.
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Racheal Robertson
 
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Post » Sun Aug 08, 2010 10:11 pm

No man, the quests are dynamic so they'll change according to how much of the conversation you hear..............RIGHT!?

You guys are probably right though, haha. It makes the most sense to have the PC frozen or limited in movement while the NPC moves around.
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liz barnes
 
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Post » Sun Aug 08, 2010 8:28 pm

In Two Worlds 2, you can move the camera and character around, but once you reached a certain distance, the character is forced to turn back and face the NPC he's talking to. I would like that in Skyrim.

What happens when dialogue is interrupted by an enemy or hostile npc?
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Solina971
 
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Post » Sun Aug 08, 2010 1:24 pm

What happens when dialogue is interrupted by an enemy or hostile npc?


I guess a careful placement of hostile NPCs prevented that from happening. *shrug*
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YO MAma
 
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Post » Sun Aug 08, 2010 6:48 pm

Maybe enemies become neutral temporarily?
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Marie
 
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