New thread, time for a new topic.
Something we haven't talked about for awhile is disposition and building relationships with NPCs. This is something that TES (and most games for that matter) has always kinda svcked at, relying mostly on terrible mini-games or overly simplistic bribe-loops. Even then, the purpose of increasing disposition was unclear, as instances for persuasion were few and far between, and all it really did was give you better barter prices. That said, I can't think of a single RPG that had a good reputation and disposition system that worked both for complex and well developed characters, and for simple NPCs that don't necessarily get the same amount of fleshing out. Given the lack of successful examples, and generally pointless implementation previously, I can understand why it was dropped entirely...
Understand, but not agree. I think having a versatile disposition system is an integral component to the style of game that Bethesda makes. There needs to be a mechanism in place for building relationships with the people of the world, and not just travelling companions, so some investment in the dynamic is something that should be really focused on.
I think, too, that smarter use of certain elements already in place would make it easier than may at first be apparent. Smarter use of Fallout 4's Dialogue System allows both for easy snap-interactions, and for easy Choice-Gating.
The snap interactions can form an easy dialogue interaction on the fly, allowing for a more realistic and intuitive method of increasing disposition against 'Mundane' NPCs through actually talking to and interacting with, without the need to go into the usual committed conversations. It actually allows for the entire nature of conversations in the game to be changed, but that's something for another discussion. Being able to quickly say 'Hello' as you pass NPCs, with no messy Mini-games or Persuasion Interfaces, is a more naturalistic and faster method of disposition gain for the 'average' NPC that doesn't disrupt the overall play. It also allows for the ability to include negative interactions, like 'insult', in case you don't actually want someone to like you. Or, if personalities are more diverse, some people may like the jabs, who knows.
The interface of the system also allows for easy gating of topics without the need for a large list-system as we saw in Morrowind. By linking certain dialogue choices to disposition levels, you can make the reveal of information a little more natural, and give building a relationships with NPCs more of a functional purpose. While not remotely necessary, the Fallout 4 model here, using a topical system, makes things a little more compact and neater visually, but the same principle applies to the standard list.
In terms of general disposition, I think having it gate certain dialogue choices as well as access to quests is the best we can really expect for most NPCs, and really I think it's all that's necessary.
Beyond that, though, Companion Disposition, as it works in Fallout 4, is pretty good. Probably the best we've ever seen in a Bethesda game, and better than what Obsidian slapped into New Vegas.
That said, I'd also like to see a specialised Marital Disposition. Something that becomes available at a higher disposition for those NPCs who are eligible for deeper relationships. No more of that 'Wear an Amulet, fall in love instantly', or only being able to romance Companions.