Patrolling the Mojave almost makes you wish for a nuclear wi

Post » Sun Apr 24, 2011 11:11 pm

Ah I understand the OP, and I agree. You could tell right away if an NPC is involved in a quest because if you cant initiate dialog theyre just 'Red Shirt', or simply by their name "Random Townsperson 01".

In Oblivion even Guards had the dialog menu. Random people still had an actual name, and you could still talk to them even if it was just "Gossip" you wouldnt know right away if theyre important or not because quest dialog pops up when the quest is active.

New Vegas did away with relatively useless generic topics but I dont think it worked well(and I liked NV far more than FO3 for the most part).


I think people are misinterpreting this. This allows Bethesda to put in more NPCs, making the cities and world feel even more alive. However, it's not going to be like Fallout and it has already been stated as so. All NPCs in the game will still have their own unique names and not be "Generic citizen #349". This dialogue system is much different than what people think. It's not that ALL non-quest NPCs don't have a dialogue tree, there are still plenty of NPCs that aren't quest givers that can talk. The ones that don't have a dialogue tree are the run of the mill citizen walking through the streets. Instead, they all just respond to the choice "rumors". So they won't all just respond the same, they just respond with the "rumor" choice. This isn't really a big difference from the old system. Instead of having "Talk about the city" and "rumors", now they just do rumors. It's nothing like Fallout.


Also, the dialogue system has been going in a much better direction with each game. In Morrowind, every NPC had like 15 options of dialogue but 13 of those 15 where the exact same thing that every other NPC in the game said, which was just terrible. Oblivion had it where there were much fewer dialogue options but there was much more unique dialogue. Also there is more dialogue in Oblivion than Morrowind, just putting that out there. Now in Skyrim, it has as I explained above. They aren't just generic villager X, they are unique people.
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Mon Apr 25, 2011 5:47 am

The quote found in the title is one of my main gripes about New Vegas.

NCR Soldier: Patrolling the Mojave almost makes you-
Me: EAT FLAMER FUEL! :flamethrower:

More annoying than "i saw a mudcrab" ever was.
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Sun Apr 24, 2011 7:33 pm

To me it's more realistic. Try talking with everyone you encounter in your day to day life. Most of them will sort of nod and walk on. It's incredibly weird to imagine every person in the world telling you their life story.


That's just the impersonal overpopulated world we now live in. In 1200 the population of Britain (for example) was about 1.5 million (today London alone is close to 8 million people); so if a stranger appeared in town, where everyone knows everyone else intimately, it wouldn't be just a another faceless drone passing by, it would be an interesting event. You'd likely say hello. People today still acknowledge each other in the countryside, simply because seeing yet another passing strange person isn't as commonplace as in a big city.

I really hope that NPCs at the very least all have names, and aren't just called 'villager' or 'traveling merchant'.
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Mon Apr 25, 2011 7:33 am

I don't understand the threads title?
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Mon Apr 25, 2011 5:51 am

Now in Skyrim, it has as I explained above. They aren't just generic villager X, they are unique people.


Except that hasn't been confirmed so it's just speculation stated as fact...you do that...a lot.
User avatar
Da Missz
 
Posts: 3438
Joined: Fri Mar 30, 2007 4:42 pm

Post » Sun Apr 24, 2011 8:10 pm

Except that hasn't been confirmed so it's just speculation stated as fact...you do that...a lot.


Except it's not speculation :thumbsup:
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Mon Apr 25, 2011 9:15 am

I don't understand the threads title?

Its a reference to Fallout New Vegas. This was a common line by NCR soldiers, it was actually so common that it got far worse than hearing about Mudcrabs. The cool thing is, I know that and have never even played New Vegas. I'ts cool how reading a thread will do that for you.

Edit: @Sleign: Source please. I am not going to get in the way of your guys' http://mcsalty.com/wp-content/uploads/2010/01/Internet_argument1-e1264973032902.jpg I just want to know if that is actually confirmed or not.
User avatar
DeeD
 
Posts: 3439
Joined: Sat Jul 14, 2007 6:50 pm

Post » Mon Apr 25, 2011 12:48 am

Yeah, every NPC is Oblivion had a unique line. But at what cost? Every town was half empty, making the capital of the Empire look like a ghost town.

I'm sure all NPCs will retain their unique routine, home and name. You'll still be able to ask them about rumors without entering normal dialogue. And with the radiant storyline some of them could even give you quests or be a part of one.
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Mon Apr 25, 2011 1:35 am

I know that I don't get approached by tourists all the time asking about rumors of buried treasure and such, I don't think npcs should always have to put up with that.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Mon Apr 25, 2011 12:37 am

This allows Bethesda to put in more NPCs, making the cities and world feel even more alive.

A place inhabited by wandering obstacles isn't what I'd really call "alive".

However, it's not going to be like Fallout and it has already been stated as so. All NPCs in the game will still have their own unique names and not be "Generic citizen #349".

Source? That would be some good news if it's true, but if Todd or someone didn't actually say it, then I can't believe it considering that's what they did with Fallout 3.
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Sun Apr 24, 2011 7:20 pm

A place inhabited by wandering obstacles isn't what I'd really call "alive".
Assassin's Creed feels really darn alive. Much moreso than any bethesda game.
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Mon Apr 25, 2011 8:07 am

i hope they at least give every npc a name. It will help.
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Mon Apr 25, 2011 3:02 am

Assassin's Creed feels really darn alive. Much moreso than any bethesda game.

Not to me. Being able to look in some direction, see an NPC, and know they have specific wants and needs, and have a specific goal that changes as time passes, makes the world feel much more inhabitable than a game that just copy-pastes models and has them walk around to fill space.

I need to be able to make a mental connection to an NPC for them to feel "living", and the fewer I can make a connection to, the less alive it feels. Having a lot of aimless NPC drones is no where near as good, to me, as having fewer NPCs that have something unique to them (even if it's a small something) and that do what want they want when they want.
User avatar
Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Mon Apr 25, 2011 2:28 am


I hate the term "immersion" so much by now.


I'm with you. Any "add this to the game" request for every lil' mundane thing is now always explained as being "immersive", like some folks want to live through a character in a video game.

Personally, I'd prefer more anonymous NPCs with nothing to say. I'm not really interested in over-hearing "personal conversations" or having a random conversation about nothing with some random NPC.
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Mon Apr 25, 2011 3:50 am

Immersion breaking? Oh, so you talk to every single person you come across in real life, do you?
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Sun Apr 24, 2011 8:10 pm

I hate the term "immersion" so much by now.


This.

So sick of the "I" word being overused and splashed into any conversation about game features.

It's reached the same "sign to ignore what the person's saying" status as business buzzwords..... ("leverage the commoditized thought-capital, for outside-the-box blahblahblahblah....." :facepalm: )
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Mon Apr 25, 2011 10:13 am

I don't care if it's unrealistic, the more dialogue the better. I don't even consider those generic NPCs as NPCs, since they say the same thing and don't do anything to make the world feel any larger.
If Skyrim becomes Fallout in that there are those generic NPCs, it means that there'll only be 10 or so NPCs you can have a conversation with in each town. I want people to talk to.
The worst thing in Fallout was walking up to some random settler in the wastes, who's sitting in his little chair with a refrigerator full of Brahmin behind him and a shotgun lying next to him, who looks and sounds like he has a story to tell in these lonely wastes, and is the kind of guy who'd you love to have a chat with about life roaming the wasteland... and all he says is the exact same [censored] thing that some Gambler in the casinos says to me.
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Mon Apr 25, 2011 1:43 am

many of you make good points, dialogue is good though
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Mon Apr 25, 2011 1:23 am

I don't like the new system so far. I liked Morrowinds dialogue, even if it was archaic. It was really how I immersed myself in the game, because there were so many topics to discuss, even if they were all the same. Made me feel like the characters were people, not a one liner or a quest mechanic. I think the perfect, albiet ridiculous, system would be a combination of voiced dialogue (which I don't care about, but most people do) and Morrowinds text boxes and loads of dialogue. Ridiculous, but perhaps ideal.

I do like how dialogue is in real time though, removes a lot of exploits and increases immersion. I just don't like how they had to reduce the number of topics to do it.
And with non-named NPC's, how will I ever make friends with shopkeepers and fellow drinking budies, or my fellow scholars? Sad... :sadvaultboy:
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Sun Apr 24, 2011 10:17 pm

This.

So sick of the "I" word being overused and splashed into any conversation about game features.

It's reached the same "sign to ignore what the person's saying" status as business buzzwords..... ("leverage the commoditized thought-capital, for outside-the-box blahblahblahblah....." :facepalm: )

Me third, this and 'realism' requests.
User avatar
James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Mon Apr 25, 2011 6:28 am

I hate the term "immersion" so much by now.


Yes, indeed. I'd like to be able to strike it from the collective vocabulary of the world.

My answer to the poll is: "No, doesn't matter."
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Sun Apr 24, 2011 10:21 pm

I don't have a problem with it; in OB there were plenty of characters that when I tried to talk to them, you could only ask about rumors and play the dumb persuasion game.

EDIT: not having in depth dialog with non-important characters also cuts lag and boosts performance.
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Mon Apr 25, 2011 4:40 am

This.

So sick of the "I" word being overused and splashed into any conversation about game features.

It's reached the same "sign to ignore what the person's saying" status as business buzzwords..... ("leverage the commoditized thought-capital, for outside-the-box blahblahblahblah....." :facepalm: )


Look, we are just trying to think outside of the box here so we can increase immersion and realism.
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Sun Apr 24, 2011 9:47 pm

I think everyone should see Yahtzee Critic on Oblivion in Escapistmagazine.com, he explains very well the main problem with Immersion. As he said Immersion might not be a big issue for some games but for games like The Elder Scrolls it can destroy it.
What i see here is a group of people who play Elder Scrolls as they would play a game like Yakuza who is just a hack and slash adventure game.. Immersion for this kind of play might not be truly important i guess, but for players like myself who like to feel in the shoes of the character and completely join the game world its gonna be all about Immersion. So if i'm playing Oblivion and i see a Gate Open with a few guards fighting demons and once i reach them theres only one of the still alive and we manage to fight off the demon horde together and at the end of all that he turns to me and goes "Good day citizen!" how can you not help but to feel disappointed? Did it make me stop playing Oblivion? No.. but it really did a impact on my game experience.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Mon Apr 25, 2011 8:27 am

Look, we are just trying to think outside of the box here so we can increase immersion and realism.


:ahhh:


:lmao:
User avatar
Far'ed K.G.h.m
 
Posts: 3464
Joined: Sat Jul 14, 2007 11:03 pm

PreviousNext

Return to V - Skyrim