Skill - Based Dialog Options

Post » Fri Mar 19, 2010 10:17 am

ok, after over a year browsing these boards, i'm finally making a topic of my own...

**disclaimer*** before you hate me because of my avatar/username....let me just state that i have been playing bethesda's baby (tes) for years, (as far back as daggerfall...but mostly re-kindled with morrowwind) and have been lurking these forums for over a year before i registered....nevertheless, i have been a fallout fan since the first two installations and am a huge fan of bethesda's adaptation....

as a legitimate historical fan of both franchises, the only crossover i would like to see would be dialog options based on your skill levels. of course, this would be providing a serious overhaul of the skill system itself...but i digress...

in fallout 3, bethesda did a great job of continuing with fallout tradition of having many different dialog choices that were dependent on your character's personality...additionally, there were also many 'bonus' dialog options that only appeared if your character had the requisite skill level....for example: having a high enough medical skill level, allowed the player to glean more information about the townspeople of Megaton...

this is something that i feel bethesda adapted really well....so well in fact that i find myself wishing that this type of feature would be featured in a future Elder Scrolls title....

discuss!
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Shaylee Shaw
 
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Post » Fri Mar 19, 2010 6:19 pm

Yes yes! I want it all. In Mass Effect 2 you have ur good and evil side for ur character, if either side is high enough you can solve a discussion peacefully or make a complete jerk of ur self. If you dont have enough points in either side you only get the default replies which usually end badly.
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sally R
 
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Post » Fri Mar 19, 2010 9:37 pm

Skill or attribute checks in dialogue would definitely be a very nice thing to add. In Oblivion your skills and even attributes to a lesser degree are close to being useless, this would be one, if not the most important, way to make them actually influence the gameplay.
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Alexis Acevedo
 
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Post » Fri Mar 19, 2010 7:42 pm

yes, i agree with the above, undoubtedly...

but i'd like to parallel it once more, if i may...


in fallout 3, when becoming a slaver, there were many dialog options...some presuming it was a psychopathic, evil character...but others presuming it was a "just business" character...

EDIT: i like the :say nothing: options in the Dark Brotherhood quests...this was the only real glimpse of this kind of dialog option system present in oblivion...

i like to have that option. not only offering dialog options based on karma/alignment/fame-infamy ...but also offering dialog choices based on motive...

for me and my roleplaying stlye, it's all about these subtle dialog options and how they open or close opportunities for the player...
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Robert Bindley
 
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Post » Fri Mar 19, 2010 8:21 pm

http://www.gamesas.com/index.php?/topic/1084035-tes-v-ideas-and-suggestions-thread-%23159/
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Brian LeHury
 
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