Level of dialogue interactivity in Fallout 4?

Post » Thu Dec 03, 2015 1:15 am

I think you're purposefully being obtuse here. You know that's not what I meant based on my very next line:


"It's a bit jarring that I can't feel like I've become friends, or enemies, with people after I've completed their quest. I can't ask follow up questions, ask them how things have been since I helped / harmed them...I just get a one liner and that's it."

This certainly was the case in Fallout 3, where after completing a quest you can ask follow up questions about how things have been going since you completed the quest. It was minor, sure, but it was a minor touch that made the game feel slightly more alive.

After siding with the cannibals in Arefu, I can continue to have small talk with them, the wife can bake me human pies, everyone has some new dialogue reflecting how I completed the quest, I can feel like I've become a part of the neighborhood.

Again, none of this was advanced, but that' snot what I was looking for. I was just happy that the world reacted to what I did in some small way and that the npcs seemed to be my friends now and that I can still interact with them.

Obviously this doesn't matter to you, but it did to me, and I'm a little bummed that this wont be the case in Fallout 4.

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Sunnii Bebiieh
 
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Post » Wed Dec 02, 2015 11:31 pm

~shrug~ I assumed he meant that if you do a quest for them you'd speak with them before the quest to get it and then after the quest to get resolution and presumably that closure after which they would bark one liners at you. Guess we'll see in a day or so.

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gandalf
 
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Post » Wed Dec 02, 2015 11:18 am

You are jumping to conclusions. All the scenarios you mentioned were created by Developers who wanted you to see what they had to say after the quest was over.

What the leak-informer told us is that most conversations can't be repeated after you are done talking, not that you are magically locked out of the dialogues for the rest of the game.

It does, in no way, suggest that certain events won't add another conversation event to NPCs you talked with or change their one-liners to tell you what is new with them. If the Devs want you to hear some post-quest segments, they will allow you to. But don't expect to learn about this in the leaks as these people are unlikely to go and randomly talk to old NPcs to see if they have something new to say.

And I expect NPCs to get new dialogues after certain events that concern them. It would be downright strange to hear an NPc's talk about Freddy harassing people when we killed Freddy a while ago.

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Sasha Brown
 
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Post » Wed Dec 02, 2015 9:20 pm

Why should this be not the case in FO4? You can still add this informations in dialogues.

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Penny Flame
 
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Post » Thu Dec 03, 2015 2:21 am

Oh man I saw this coming from a mile away, ever since I heard "Lets go pal" in the announcement trailer, I knew this was going to be the case. The dialogue completely dumbed down on top of making it harder for us to role play since our character now has a voice.

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dean Cutler
 
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Post » Wed Dec 02, 2015 3:26 pm

If you believed some of the threads on this forum you would believe there is a problem with dialogue or a voiced protagonist. I don't.

I have no doubt the change to these mechanics is made and irrevocable.

I'm sure you will see the same in Elder Scrolls VI, in due course.

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Phillip Hamilton
 
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Post » Wed Dec 02, 2015 11:50 am

sigh .. along with abolishing skills another change that seriously dampens my hype for this game .. I so hope it will still feel enough like an RPG but the lack of a decent dialouge system was the main reason I didnt finish mass effect ..
ah well the money is spent, now all i can do is hope -.-

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Pete Schmitzer
 
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Post » Thu Dec 03, 2015 1:59 am

Huh, by all accounts getting rid of the skills for the new perk system is a big improvement.

In fairness, until we actually play the game ourselves we don't really know,

at the moment all these discussions are doing is reflecting our optimism or pessimism of these changes.

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Tania Bunic
 
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Post » Thu Dec 03, 2015 12:34 am

Because the Skill system was so good in NV and FO3... or before. You basically could power up everything and would be a master in all. The new perk system is way better. And it's still an RPG... you don't need a FO skill system for an RPG...

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matt white
 
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Post » Wed Dec 02, 2015 8:14 pm

I definitely agree. I would even argue that skills severely reduced the worth of SPECIAL stats. For instance, placing Charisma at 1 and then boosting Barter and Speech to 100 showed the lack of synergy and cohesiveness between stats and skills. With this new system, everything is tied into one refined system and all SPECIAL stats are equally important in their own ways.

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Mrs. Patton
 
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Post » Wed Dec 02, 2015 1:22 pm

Because, as was stated earlier, most npcs only have 1 liners and you don't have the ability to open dialogue with anyone after their respected quest is over.

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Trevor Bostwick
 
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Post » Wed Dec 02, 2015 9:50 pm

"streamlined" is the buzzword I believe .. not always bad, but personally I prefer more complexity where possible

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Chris Cross Cabaret Man
 
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Post » Wed Dec 02, 2015 12:43 pm

I don't know about you, but if there is no level cap, skills become irrelevant! Look at New Vegas, there are mods where you can up the level cap up to 90-100, and if you've got high int/took comprehension early, you'll literally max out skills just around 55 or 60. With the way that characters are now in FO4, you would probably see something similar going on.

Skills only really work when you've got a level cap to ensure you can't get 100 in every skill.

Most npcs in New Vegas have only 1 liners after quests are completed. You might be able to go over previous dialogue, but there is not much new dialogue or they have one or two lines they say to you after the completion of the quest.

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David John Hunter
 
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Post » Wed Dec 02, 2015 3:44 pm

This. Most NPCs have only one liners after they tell you everything important... that's not new. They still can give informations before this point anyway...

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herrade
 
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Post » Wed Dec 02, 2015 11:32 am

Clearly we've gone downhill since the deep NPC guard dialogue of Skyrim:

"Let me guess... someone stole your sweetroll."

"I used to be an adventurer like you..."

Actually no, guards have never been great conversationalists, they are busy guarding.

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NAkeshIa BENNETT
 
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Post » Thu Dec 03, 2015 3:10 am

Minus no one here is talking about Skyrim which never was on par with Fallout 3, and it's even worse if you compare it to FNV.

Actually if Skyrim is the new reference of Bethesda writing, I think I'll have some more bucks in the future.

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Philip Rua
 
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Post » Thu Dec 03, 2015 12:27 am

I've always been of the mind that games should improve upon their predecessors. That's just me.

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Melanie Steinberg
 
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Post » Thu Dec 03, 2015 12:57 am


I understand people want everything to move forward but reading this whole thread leads me to believe that people completely forget/romantacise past games. I agree with this guy
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Matthew Barrows
 
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Post » Wed Dec 02, 2015 9:00 pm

This might just be me but I don't recall very many NPCs in Oblivion or Fallout 3 (besides a handful of generic NPCs AKA the "fighters guild porter" or a few guards in FO3) that gave one-liner responses before/after you completed a quest for them. I'm assuming that by "one-liners" we mean that they had a response such as "hey," or "hmm?" before/after clicking on them after a quest was finished?

I'm not going to post an opinion on the game, as I've not seen anything and much of this is up in the air. However, if many of the descriptions in this topic accurately suffice to describe the dialogue system in FO4, then it will probably be very jarring, irritating, and non-immersive for me. I didn't like that there were entire villagers in Skyrim who had only one line of dialogue to say upon clicking them, nor the fact that most NPCs in Skyrim wouldn't really say much to you after you completed a quest for them.

Ultimately, this is just my preference. Dialogue to me is one of the most important aspects of these games and it's always been one of the key elements for roleplaying for me, even if some of it did require a tinge of imagination. I certainly, at the very least, don't think the descriptions in this topic are a fitting improvement upon any of the dialogue-oriented weaknesses of past games.

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Code Affinity
 
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Post » Wed Dec 02, 2015 12:07 pm

Perfectly stated.

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Samantha Jane Adams
 
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Post » Thu Dec 03, 2015 2:16 am

Yeah i heard that too, that you cant go back and select all of the options in conversations, WAY to shoot yourselves in the foot, i mean who was the champ with this idea? and why would you even do it... some fan-boy on youtube said this hilarious and unbelievable apologetic statement "this definitely adds to the replay value of the game..." JESUS! admit that it svcks, is it so [censored] hard to admit it, my god...

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Miss Hayley
 
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