Got a feeling dialogue is going to be short

Post » Fri Nov 27, 2015 9:29 am

It depend on how long time you have to show it, is it like the Fallout 4 E3 you can have some, focus on some of the cooler ones including where you resolve quest by skill alone, its also something to show. if you have two minutes you show action.

Now I often jump forward without waiting for the npc to finish talking as I have read it, pretty much always if its an standard response.

If they keep the fun quest log from skyrim, you better remember it too, the minor quests usually had a 4 words description.

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jason worrell
 
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Post » Fri Nov 27, 2015 7:22 pm

Yes, they did. It was one of the many complaints about Morrowind I read when I first joined the forums.

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Jah Allen
 
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Post » Fri Nov 27, 2015 1:46 pm

The protagonist dialog text has ALWAYS been short. Even before voice acting became the norm.

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Latisha Fry
 
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Post » Fri Nov 27, 2015 9:53 am

"Your timing is impeccable," not said by the PC

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Flutterby
 
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Post » Fri Nov 27, 2015 10:22 pm

As long as the NPCs can give in depth responses, I'm okay with my character being tight lipped. But if the NPC dialogue is getting axed, that's going to be rather unfortunate.

As a side note, has Todd Howard claimed anything in Fallout: New Vegas to be too spreadsheety?

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mike
 
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Post » Fri Nov 27, 2015 9:07 am

Maybe he was referring to the effects of skill books? Finding a dozen skill books to guns after you've already maxed out the skill does give you that wasteful feeling. In the early years of Fallout 3 I used a "spreadsheet" to know how many skill points I'd need to invest to max out the skill assuming bobbleheads, perks,(covert ops or silent running), and ten to twelve skill books.(out of the twenty-five) and possibly equipment such as Lesko's Labcoat or The Utility Vault Suit. I think that's what Howard is talking about when it comes to spreadsheety.

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KIng James
 
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Post » Fri Nov 27, 2015 3:05 pm

Boy we're really scraping the bottom of the barrel now aren't we?

Here's the full line:

"Man, I don't know who you are, but your timing is impeccable, Preston Garvey."

http://northportsevs.com/img/memento/lies1.jpg

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Barbequtie
 
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Post » Fri Nov 27, 2015 12:56 pm

Moment of silence for these gems: http://imgur.com/a/PrixJ

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Chris Duncan
 
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Post » Fri Nov 27, 2015 11:47 am

Sounds like things Preston Garvey would say.

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Harry Hearing
 
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Post » Sat Nov 28, 2015 1:11 am

"k."

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Emily Jeffs
 
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Post » Fri Nov 27, 2015 7:11 pm

Gotta dip into dat' CoD $$$ honey pot. That's all dumbing down really is about.
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Baby K(:
 
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Post » Fri Nov 27, 2015 10:11 am

Haha, I haven't really seen much of those because I always kept a pretty high speech skill. The attention to detail is amazing in NV.

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Jimmie Allen
 
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Post » Fri Nov 27, 2015 11:18 am

I honestly doubt we'll ever get another game with that combination of quantity and quality.

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Jeff Tingler
 
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Post » Fri Nov 27, 2015 3:40 pm

It almost seems that in previous Bethesda games (can't talk about this one just yet), the PC is the only character that lacks dialogue, and speech for the PC is just a prolonged Q&A session ("what's that", "what do you want me to do", "how much is the pay" etc), while NPCs have more in depth discussions with each other (this isn't really helped by the fact the PC can only talk to one NPC at a time), a standard sitation in Skyrim was two or more NPCs talk to each other as if you weren't there (but you are relevant to the situation) then when they are all done, one of them zooms in on you, essentially summarising what all the NPCs talked about just in case you counldn't hear them, then the Q&A session starts, it sort of feels like you are the third wheel or something, I guess. In contrast, Bioware's dialogue for the PC, both voiced and unvoiced seems more conversational and involved, if you understand, at least to me.

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Rachie Stout
 
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Post » Fri Nov 27, 2015 11:44 am

Alert, alert, alert sarcasm meter is in the red :ahhh:

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stacy hamilton
 
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Post » Fri Nov 27, 2015 9:15 am

This would be a departure from the standard Bethesda behaviour how exactly? Even their silent protags were hardly verbose.

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CxvIII
 
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Post » Fri Nov 27, 2015 9:53 am

That's a pretty big minus.

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Quick Draw
 
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Post » Fri Nov 27, 2015 9:37 pm

Hence why I didn't say that was a good thing.

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Stefanny Cardona
 
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Post » Fri Nov 27, 2015 5:32 pm

That's definitely the case in Elder Scrolls, but Fallout always had marginally better dialogue, where you could actually give your character a personality and express yourself, and could use various perks (especially in New Vegas) to open up entirely new dialogue options and change the course of the story. I always loved playing a young, snarky, obnoxious genius who'd always do the right thing...eventually, but chastised everyone around him the whole time.

Right, I was agreeing with you there.

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Ann Church
 
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Post » Fri Nov 27, 2015 11:01 pm

I'm perfectly fine with the changed dialogue System. In Fallout 3 and New Vegas, Dialogue handling always claimed a lot of time and effort because you first had to read all the sentences and lines which can be quite exhaustive, especially if the Options claimed more than one line. This is tiresome, hinders the game's flow and I even rememeber getting headache from reading all that stuff while playing a game that should be fun to Play. So in that sense I appreciate those changes very much.

thank you

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Mariana
 
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Post » Fri Nov 27, 2015 12:02 pm

I agree! Dialogue longer than one sentence is too long for an RPG! Sentences with conjunctions are like reading essays.

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teeny
 
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Post » Fri Nov 27, 2015 9:55 am

I think the voice kinda solidifies the fact your character has had a past and you cant really differ from that. That your character already has a story, more fleshed out than the lone wanderer or the couriers - Instead of having grown up in a bland vault or travelling alot you've grown up pre-war, had your childhood, adolescence and had settled with a wife and child with a stable (presumably military considering the folded flag, the wife saying something like "you'll smash em at the veterans ball honey!" and the fact your character knows how to operate power armour) job. I think its a nice change even as a hardcoe roleplayer.. The whole idea of the game is not who your character was and has grown up to be but what he/she decides to make himself after they wakes up 200 years later in an apocolyptic world alone. Will they always be sarcastic and blunt or sympathetic and kind? Murdering or gentle? (This bit is purely speculation, isnt impossiable since new vegas managed it) Will they join the good or bad guys?
The dialouge options only seem to give you an idea as to what the sole survivor says. I think that some of it will be long like for the main story, to explain it or long-lasting quest lines. And that the female versions will differ slightly from what they say in conversation.
I'll miss the hilarious replies from the previous games but im sure that bethesda will keep atleast some of its cryptic humor
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Rachel Cafferty
 
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Post » Fri Nov 27, 2015 8:57 am

http://s9.postimg.org/z8lv88rj3/muttdontsay.jpg

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Alexis Estrada
 
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Post » Fri Nov 27, 2015 10:12 am

Having all those detailed options was a GOOD thing, and what drew me to the franchise in the first place. If you want a shooter, there are better ones everywhere.

But RPGs with that level of freedom and choice are rare, especially among AAA games.
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Nathan Maughan
 
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Post » Fri Nov 27, 2015 1:43 pm

Guys, I just can't take this. My sarcasm detector is either broken or off the charts.

I can't tell who's being serious or not. :(

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Lisha Boo
 
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