Noticed something in the dialogue options...

Post » Sat Nov 28, 2015 4:08 am

First, sorry if this has already been posted.

After rewatching the E3 presentation and the Microsoft one, when the PC it talk to Codsworth after he leaves the vault there is one speech option the is in yellow not green like everything else.

This leaves me to wonder if either some speech options are colour co-ordinated to represent tone/emotion. It happens in both video demo's. It's the last option that becomes available after he offers to get you food and the line in yellow is "you okay?". Depending on context of what the PC actually says maybe Green is neutral, Yellow is good karma and Red is bad karma.

Thoughts?

Edit: This could actually put more information about what choice of dialogue you are picking since the speech options are only expressed as a couple words instead of full sentences.

User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Sat Nov 28, 2015 1:52 am

I think those options would lead to side quest type things. I doubt they would show us the tone.. I may be wrong obviously.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Sat Nov 28, 2015 3:55 am

I really hope they aren't going for that mass effect crap, I dislike the dialogue system enough as it is.
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Fri Nov 27, 2015 9:06 pm

I dunno, kind of an interesting concept, being able to choose the tone or emotion you use. Not sure if this is what it means or what. One of those things that'll have to wait and see.

User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Fri Nov 27, 2015 8:08 pm

My first thought on seeing that was that maybe it was yellow because it was not a guaranteed "successful" dialog option --- maybe it required a successful REPAIR or SCIENCE skill in order to notice something was wrong with the bot? And it was yellow because the PC had ~some~ skill but not a LOT. If the PC had had very little skill, maybe it would have been red indicating a poor chance of success, and if the PC were a master programmer/roboticist, it would have been green to indicate he definitely noticed something wrong with the bot.

I can't imagine them using color to indicate emotional intent; I just can't see how they could indicate with a color all the varied kinds of responses. Hostile response, sarcastic response, conciliatory response, apologetic response, etc.... I definitely hope it's not a Renegade/Paragon kind of Mass Effect system.

User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Sat Nov 28, 2015 5:08 am

What is this Skill you speak of?

User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Fri Nov 27, 2015 10:34 pm

I believe the highlighted option in that dialog was the path to having him as a companion.

User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Fri Nov 27, 2015 10:22 pm

That would be one approach to it. The main benefit of having it would be that you get a better idea for how to direct the conversation since it doesn't seem like they're going to show you your entire line. So you can more clearly tell if the short prompt indicates something positive, negative, neutral, etc.

User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Sat Nov 28, 2015 8:53 am

I thought that was the likely meaning, but then there was no yellow option in the dialogue where he 'hired' the dog. I think it could indicate a speech/skill check will apply in that dialogue (although if that was the case I'd expect more information), it could indicate that this option starts a quest or a lengthy dialogue path, it could indicate tone, or it could be something else that nobody has thought of yet. I'm sure that in-game (or in the manual), the meaning of such dialogue options will be explained to us before we're faced with them.

User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Sat Nov 28, 2015 5:24 am

I noticed that too.

My guess was that it was SPECIAL related.

In the demo, Howard has a SPECIAL of:

S - 2
P - 3
E - 2

C - 7
I - 3
A - 1
L -10

So I'm reckoning the yellow indication implies something Charisma related.

All will become clear I'm sure...

User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Fri Nov 27, 2015 11:02 pm

It might also be a debug mode of the dialogue tree, where that option is there but won't be present unless you have perks/specials/etc that allow it to be used. So maybe he was in a debug mode where all options were visible, even those not able to be chosen at that point.

User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Sat Nov 28, 2015 2:11 am

could be a percetage/likelyhood based system where green equals 100% success yellow equals less likely and with orange and red is even more chance based. you could also improve this system by getting higher charisma and upgrading your speech perks.
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Sat Nov 28, 2015 5:40 am

I'm inclined to lean towards it indicating something like a 'speech check', myself. It's also possible that it indicates a sub-tree that opens up several more conversation options, like it's a topic rather than just a question or statement.

User avatar
Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Fri Nov 27, 2015 11:39 pm

It is a dreadful speech system. I am astounded they went for such a bad paraphrased approach.

User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Sat Nov 28, 2015 1:28 am

The Witcher 3 did something similar. All speech options that are advancing the quest are marked yellow as oppsed to the red of other,non quest-advancing options. Maybe they are doing something like that here?

User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Sat Nov 28, 2015 8:14 am

it is not bad, just different. Mass Effect used a similar system, and it is PRAISED for the approach.

User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Fri Nov 27, 2015 8:31 pm

This was how both prior Fallout games worked; [Fallout 1 & 2].

See Empathy perk: http://fallout.wikia.com/wiki/Empathy
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Sat Nov 28, 2015 6:13 am

but with this (unpleasant) system they need a way to explain the choices in more depth than what the "paraphrasing" does, we dont know what the character will say so we can at least have some indication of what effect it will have. they really should have just redesigned skyrim's system to make it look more fallout-y and went with that for real time conversations

User avatar
Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Fri Nov 27, 2015 8:18 pm

Alas, they didn't, but I see it working fine enough for it's purpose. It's not like we've ever had many truly meaningful conversations in a Fallout game, or TES game. It's usually prodding people for information, or conning them into seeing things your way.

User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Sat Nov 28, 2015 8:09 am

Thanks for giving me another excuse to watch the demo. I'll make sure to keep an eye out to see if I can't see it.
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Sat Nov 28, 2015 9:24 am

In past Bethesda games color-coding meant that a dialogue option had been previously selected. Perhaps it's the same here?

User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Sat Nov 28, 2015 4:16 am

This http://moviepilot.com/posts/2015/07/14/the-fallout-4-e3-showcase-still-holds-secrets-gameplay-story-info-3381581?lt_source=external,manual touched on the yellow dialogue option.

"In terms of conversations, players have seen that the conversation options available below point to something Bethesda didn't discuss. It seems that yellow conversation options will be a way for us to continue talking to NPCs while additionally furthering the chances of them helping us. For instance, its been confirmed that Codsworth, seen below, is a possible companion in Fallout 4. Tapping that yellow conversation option will eventually lead us on the path to making that happen. Here's hoping they're better companions than those in Skyrim!"

User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Fri Nov 27, 2015 7:57 pm

Aww man... :sadvaultboy:

So it's this then:
http://i271.photobucket.com/albums/jj125/Gizmojunk/Gizmojunk002/Simplified_even_worse_zpshcnfvyiv.jpg

It sounds like the designers actually [unbelievably] are laying out the conversations as a "What you do want to happen?" interface, and facilitating it; rather than relying on the player to actually read for comprehension and understanding what the messages might entail. Instead it seems that all the player will be expected to do is click the color path for the desired result. :yuck:
NPCs should not be open books. If this turns out to be true, then we've just lost even more of the venerable series to Bethesda's New Deal.

This will definitely have to go [be cut] with a day #1 mod.
User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Sat Nov 28, 2015 6:23 am

Thanks for the link and it makes sense but like everything else at this point, it's all speculation. I wouldn't be surprised though if it did work out something like this but I'll keep holding out for it to be an identifier to the nature of the response (positive, neutral and negative) as described in the perk link posted by Gizmo.

I just hope when the game launches I don't accidentally give someone a big sarcastic "Thaaaaanks @#&%!!!" instead of being polite when picking dialogue options haha.

Edit: Missed Gizmo's post above…. I doubt that it would be that hard edged at all, if that's even what the yellow text option means. I just want to clearly know if I click on a text option that says "Hey, nice shirt!" is it going to be a compliment or an insult. Simple colour co-ordination once in a while, not on everything would help solve that issue. :)

User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Fri Nov 27, 2015 9:56 pm

I don't see the issue with the new system. It's not like the dialog wheel says happy response, bad response, neutral response, idiot response on it. You get the short version of what you're about to say instead of the whole text. It's not even like this is the first game to do this. DA2 did the same thing but with color coded emotions on top of it.

User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Next

Return to Fallout 4