Fallout NV style dialogue boxes?

Post » Thu Sep 23, 2010 9:59 am

In Oblivion and Morrowind, when you converse with a NPC, your choices of lines are represented with a few short words. well in fact, you have no lines. you just say a few words and the NPC will automatically understand what you mean :/

but in Fallout NV (can't remember FO3, too long ago), whatever you will say are complete sentences in the dialogue box, you just have to read through option and becareful with it (if you don't read carefully you might make the wrong choice).

honestly I like FONV's dialogue better. Oblivion's dialogue is a joke... for 12 year old kids.

sigh why are kids allowed to play games anyways :/
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natalie mccormick
 
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Post » Thu Sep 23, 2010 10:09 am

They are using a new dialogue system, in real-time full of great and cool stuff. But no one really knows or have any clue on how you will chat with the NPCs, whether they are full lines, topics, or small quotes like ME1/2.
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Rhysa Hughes
 
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Post » Thu Sep 23, 2010 10:56 am

Honestly, NV dialogue was crap. FO 3 was way better (they arent that different but the % chance success is far superior to the NV style). I'm not to worried about how dialogue works in this, as long as its an improvement.... and it will be, of that I'm certain.
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Adam Baumgartner
 
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Post » Wed Sep 22, 2010 9:14 pm

I'd prefer Daggerfall's. You select the topic and tone of your question, and your character chooses their words accordingly.
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KIng James
 
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Post » Wed Sep 22, 2010 7:36 pm

Honestly, NV dialogue was crap. FO 3 was way better (they arent that different but the % chance success is far superior to the NV style). I'm not to worried about how dialogue works in this, as long as its an improvement.... and it will be, of that I'm certain.

people can exploit this % thing by reloading over and over lol
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Skrapp Stephens
 
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Post » Thu Sep 23, 2010 7:37 am

people can exploit this % thing by reloading over and over lol


The main reason why I love FNV dialogue is this! It makes the game more challenging and strategic.
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AnDres MeZa
 
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Post » Thu Sep 23, 2010 9:50 am

The main reason why I love FNV dialogue is this! It makes the game more challenging and strategic.

skyrim removed attributes so skills and perks can be used to spice up dialogue options
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Joe Bonney
 
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Post » Thu Sep 23, 2010 3:49 am

I don't think we know it's in real-time or not. I think there is a misunderstanding in the article.

"Approach an NPC, and a converse option will pop up."

I'm not sure this means that you immediately enter dialogue when you near an NPC, but an option appears to be able to enter dialogue. If you immediately enter dialogue upon approaching, then we can assume dialogue is in real-time.
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Rude_Bitch_420
 
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Post » Wed Sep 22, 2010 11:28 pm

skyrim removed attributes

There is no evidence to fully support this or deny this yet. Just because it wasn't shown in the UI doesn't mean they don't exist. For all we know, they could've chosen to go with more of a GCD approach to raising attributes (automatically via skill use associated with said attribute), while giving us the opportunity to raise our Health, Magicka, or Stamina just for the sake of giving us something to manually raise.
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Flash
 
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Post » Wed Sep 22, 2010 10:20 pm

yes Fallout needs to be included, I like NV also because you could use skills more in it than just speech
I am pretty sure that everything in Fallout that can be implemented into Oblivion will be or slightly improved, bethesda always tries to make the systems better with each game, so a lot from Fallout can be put in/improved
even the armor system was improved (though there were less slots) it was a lot simpler to add new armor, because you didn't have to create a new body part each time like in Morrowind
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Rinceoir
 
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Post » Thu Sep 23, 2010 10:18 am

I don't think we know it's in real-time or not. I think there is a misunderstanding in the article.

"Approach an NPC, and a converse option will pop up."

I'm not sure this means that you immediately enter dialogue when you near an NPC, but an option appears to talk to them. If you immediately enter dialogue upon approaching, then we can assume dialogue is in real-time.

it also says the NPC will keep walking while talking to you.. and that implies that you have to walk with him, in other words it's not paused...
but I can't figure out how you can walk around following a NPC while making conversation choices.
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Abi Emily
 
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Post » Thu Sep 23, 2010 3:37 am

I don't think we know it's in real-time or not. I think there is a misunderstanding in the article.

"Approach an NPC, and a converse option will pop up."

I'm not sure this means that you immediately enter dialogue when you near an NPC, but an option appears to be able to enter dialogue. If you immediately enter dialogue upon approaching, then we can assume dialogue is in real-time.


That would be kind of annoying if it's upon approach.

Maybe you see "Press X to talk" or something? And then you just get options?
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BRAD MONTGOMERY
 
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Post » Thu Sep 23, 2010 4:53 am

Maybe you see "Press X to talk" or something? And then you just get options?

The wording of the magazine makes it sound exactly like that, so we don't know whether or not conversation is in real-time.

NPCs do "move about", so that may mean you'll be able to move around in real-time as well.

I can imagine a slight problem if NPCs move about during non-real-time conversation. What if the NPC you are speaking to moves around but a "frozen" NPC is in the way of their movement, since time has stopped? What happens then? This may be another reason that Skyrim will have real-time conversation.
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Emma Parkinson
 
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