Speechcraft and Peaceful Resolutions

Post » Wed Apr 13, 2011 10:37 pm

I'd say New Vegas made use of speech in a better form that Fallout 3. Though I would have liked to see a chance of failure in New Vegas. At least they gave barter some notable value in New Vegas as a sort of offshoot from speechcraft. It took over when items were involved, so you couldn't sell silence to someone if you weren't good at the trade.
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Siobhan Wallis-McRobert
 
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Post » Thu Apr 14, 2011 4:17 am

The attempt at a peaceful resolution to a situation should NEVER be a "given", and should always contain some element of risk. If you're trying to "talk down" an axe-wielding robber, there should always be a possibility that the NPC feels that he or she is being manipulated, and resorts to a violent ending of the conversation. The POSSIBILITY of a peaceful resolution is all I ask for; a guarantee just because your character meets some minimum requirement would be blatantly unrealistic and not very fun in my opinion.

I got that "blatantly phony" impression with a lot of the skill checks in FO3. If you met the requirement, it was automatic; if you didn't, it was impossible. There really needs to be a "gray zone" between the two, not necessarily (hopefully not) as wide as with many of the skill checks in MW, but still there.



I agree with this, but I also think there should be plenty of times where talking is not an option. Your axe wielding nord isn't going to stop to chat with you. Now if you catch him pre-wielding of the axe, just holding it and thinking about violence fine but while on a rampage I don't think so.



Bull. The limits in game would make sense. Obviously games cant match human interactions anyway near perfect, but by your own reasoning we should do away with any dialogue, peaceful or violent, simply because we cant perfectly match human interaction . It takes nothing away from the tension as long as it is implemented well. In Mass effect there was a point in the game when team member A is fighting with team member B, and there are three outcomes, depending on your paragon/renegade level.

1. You side with team member A and now B hates you.

2. You side with B and A hates you.

3. You convince both of them the reapers are the enemies and both stay loyal.

This is a perfect example of conflict within a video game that has a lasting consequence, since whoever isn't loyal will more then likely die. I remember the first time this happened to me, I had literally sh*t my pants worrying who to side with because my paragon points weren't high enough. Now, it wasn't perfect, but it was effective. I know Skyrim isn't the same kind of game as Mass effect, but even if they adopted a more NV type system they could very effectively craft quests with plenty of conflict, and a chance at a peaceful resolution.

EDIT: I just want to add that speech shouldn't be a skill you can upgrade, but based more on your reputation, allies, and general interactions with people. Again, similar to NV, but more organic, and expanded upon.


While I like the idea of a persuasion skill ending fights, ME did it like crap. And the ridiculous cat fight you have to break up when you are on a mission to save the effing galaxy was moronic in the extreme especially since it is solved via jerk/wuss points. This didn't add options it forced a style of game play. It would be like saying don't have the one handed skill at 90+ well you fail. Not you probably have to be level X to beat this fight but this very specific thing you have to have at the correct level or you fail in some way. That is forcing people to have speechcraft at certain levels to succeed, it is not giving speechcraft as a viable option for certain situations. The fact that to get to that level of skill you had to play your character as a flat pure jerk or pure nice guy made it even worse. One skill should not be required to succeed and you should need more than one skill to succeed.
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Kirsty Collins
 
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Post » Thu Apr 14, 2011 7:34 am

Another thing people have mentioned is that the speech option is NV was a magic button that cheapened the interaction's with people. Thats why I think it should be taken out completely, and conversationchoices should tie in with your reputation. I also read somewhere here that your skills in strength, magic, and intelligence should also effect conversations, which is a good idea. I'd change dialogue from this:


NORD: Hey buddy, give me ur freaking gold!

PC: 1) Okay, here!
2) No way bro!
3) [STRENGTH] How about you give me YOUR gold?
4) [INT] OMG, what's that behind you?!
5) [SPEECH] Wow are you buff, do you want a hug?

To something like this:


NORD: Hey buddy, give me ur freaking gold!

PC: 1) Okay, here!
2) No way bro!
3) How about you give me YOUR gold?
4) OMG, what's that behind you?!
5) Wow are you buff, do you want a hug?

The latter example's choices would all depend on the traits and behavior of the character. With no magic button in your face telling you to press it player's would have to gauge the situation and choose what option best applies.
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Celestine Stardust
 
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Post » Thu Apr 14, 2011 2:20 pm

I agree with this, but I also think there should be plenty of times where talking is not an option. Your axe wielding nord isn't going to stop to chat with you. Now if you catch him pre-wielding of the axe, just holding it and thinking about violence fine but while on a rampage I don't think so.


Yeah, thats definitely an idea I could get behind. I just wanted to make a quick example of what I meant. There should definitely be times when you have to fight, I would still like the option of trying for peace though.

While I like the idea of a persuasion skill ending fights, ME did it like crap. And the ridiculous cat fight you have to break up when you are on a mission to save the effing galaxy was moronic in the extreme especially since it is solved via jerk/wuss points. This didn't add options it forced a style of game play. It would be like saying don't have the one handed skill at 90+ well you fail. Not you probably have to be level X to beat this fight but this very specific thing you have to have at the correct level or you fail in some way. That is forcing people to have speechcraft at certain levels to succeed, it is not giving speechcraft as a viable option for certain situations. The fact that to get to that level of skill you had to play your character as a flat pure jerk or pure nice guy made it even worse. One skill should not be required to succeed and you should need more than one skill to succeed.


Again, i'm not saying the mass effect system is perfect. Im just using it as an example of conflict without direct violence being implicated. The dialogue system is irrelevant. The matter of choice is not.
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Sarah Evason
 
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Post » Thu Apr 14, 2011 5:20 am

?Talking should be the primary problem solution method?

snip

You go tell that to Colonel Muammar Gaddafi. Seriously, in TES dialogue is handled via a dialogue tree, a very limited preset array of lines. Do you really want to base problem solving in such a narrow range of options? The day RPG games have the ability to understand natural human speech i may begin to concur.
Meanwhile,
your idea would be the Nemesis of TES.


Absolutely not.

The extreme action focus is the actual reason for the decline of quality of RPGs.

Dragon Age Origins, although overall not a very good game, had one thing right, and that is character interaction. It only had way too little of it. Add much more of that and reduce the amount of combat drastically, and you'll get a much more interesting game. Even if there's a narrow range of options, it's a lot more than what you can do in combat. In combat, no matter what tactic you use, the outcome will always be the death of your enemy, which I find very boring. Combat should be the method of choice of few character types who are too stupid to use more diplomatic approaches (the barbarian type as a classical example), or in situations in which negotiations either failed or are not an option, such as when facing a dangerous animal in a cave.

When P&P roleplaying, I spend an average of 7 hours talking/faking evidence/researching etc. for each hour of action sequences. In cRPGs, I spend the same amount fighting as talking, if not more, which just feels like a waste of time and completely ruins the feeling of fear before a fight starts (especially beause of the easy save/load system in place in most games).

Technology would allow for a more complex communication system - not the PC understanding actual words, but if all the Devs focussing on shiny visuals, dual wielding and dragons would instead work on dialogue, we could easily have communications at twice the complexity level of those of good, recent games in this regard, for many hours (A lot of bug testing, possibly a larger closed beta, required of course).

At the end of the day, this is a role playing game. The focus should be on playing a role, which is mostly done through choices and communication. Skills, perks, weapons etc. are the tiniest thing about defining a role. I could play five completely different characters with exactly the same combat attributes and equipment.
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Flutterby
 
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Post » Thu Apr 14, 2011 2:57 am

Absolutely not.

The extreme action focus is the actual reason for the decline of quality of RPGs.

Dragon Age Origins, although overall not a very good game, had one thing right, and that is character interaction. It only had way too little of it. Add much more of that and reduce the amount of combat drastically, and you'll get a much more interesting game. Even if there's a narrow range of options, it's a lot more than what you can do in combat. In combat, no matter what tactic you use, the outcome will always be the death of your enemy, which I find very boring. Combat should be the method of choice of few character types who are too stupid to use more diplomatic approaches (the barbarian type as a classical example), or in situations in which negotiations either failed or are not an option, such as when facing a dangerous animal in a cave.

When P&P roleplaying, I spend an average of 7 hours talking/faking evidence/researching etc. for each hour of action sequences. In cRPGs, I spend the same amount fighting as talking, if not more, which just feels like a waste of time and completely ruins the feeling of fear before a fight starts (especially beause of the easy save/load system in place in most games).

Technology would allow for a more complex communication system - not the PC understanding actual words, but if all the Devs focussing on shiny visuals, dual wielding and dragons would instead work on dialogue, we could easily have communications at twice the complexity level of those of good, recent games in this regard, for many hours (A lot of bug testing, possibly a larger closed beta, required of course).

At the end of the day, this is a role playing game. The focus should be on playing a role, which is mostly done through choices and communication. Skills, perks, weapons etc. are the tiniest thing about defining a role. I could play five completely different characters with exactly the same combat attributes and equipment.


I would subscribe to almost everything you stated, except for the implied acceptance of the statement ?Talking should be the primary problem solution method?.
The day dialogue becames dynamic and complex and not a simple matter of clicking a very limited set of options, i'll be more than happy to regard it as a complement to combat. And I endorse your remartk that more effort needs to go into programming this underdeveloped feature. I don't really care which model they use, as long as it shuns aways from the oversimplified metaphor that exists today.

Until then,
I just can't see how one can state that ?alking should be the primary problem solution method?
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Matthew Barrows
 
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Post » Thu Apr 14, 2011 4:33 am

Well, as I said, I'd put resources into improving the dialogue system, making it more than a very limited set of options, and then have it the primary problem solution method.

The thing is, I'm a roleplayer. If I see something sold as a role playing game, I expect to play a role more than I expect to fight and 'level up' or whatever. However, most games that claim to be role playing games actually aren't really about playing a role. They're about fighting and levelling. This is quite a disappointment in my opinion, and nothing that'd have to be that way.
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Abel Vazquez
 
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Post » Wed Apr 13, 2011 11:16 pm

well they did say dialogue options are available with enemies so if taking lives makes you squeamish there probably will be a chance to avoid conflicts with humanoids just dont expect a grumpy dragon to listen to reason or be intimidated by you telling them how well your sword hacks off human limbs or how with the currents of magicka within you you can reduce a man to ash in seconds
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Maya Maya
 
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Post » Thu Apr 14, 2011 1:08 am

Noone said or demanded that. I actually used hostile creatures (like dragons, at least the stupid ones) as example for situations in which speechcraft wouldn't help.

This isn't a matter of "Ohai evil enemy, let's talk this out". It's a matter of completely avoiding the situations in which arms are drawn anyway, or IF there's a conflict about to break out, more complex communication than "look at me, I'm so dangerous!". More like "Alright, alright, I see we have a problem here. But look - what you are seeking is to regain control of this castle, so I would be more useful to you alive than dead - you must know, I am a high ranking guardsman, and I know a thing or two about watch schedules... If we can arrange my... disappearance from this battlefield without bloodshed, I could hand you a list with names of guardsmen you might have a good chance at bribing... You must ask yourself now, why should you trust a traitor? The answer is simple: I do not care about this castle and will only try to live. If you let me go, I will show you the location of a smugglers cave near the lake, from where said guardsmen take some... extra income. Take their word on the work schedules of the guards if you don't want to believe mine."

This could be the truth, this could be a quickly made up lie, this could actually have been planned from the very beginning and the "smugglers" are actually guardsmen setting up an ambush - Many possibilities.

Edit: Alive than dead, not the other way around, of course.
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Andrew Perry
 
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Post » Wed Apr 13, 2011 11:10 pm

Solutions using speechcraft, solutions using barter, solutions using stealth, solutions using combat, etc, etc. If a game provides a feature it should provide support for that feature, anything else is lip service and in a RPG should be vocally condemned as such. I'm not suggesting that all quests and encounters should be implemented such that all options are viable, that would be way to much work. A good mixture adds variation, some Q's with a single solution taken from the feature list and some Q's with a selection would appear to be the ideal.

If implemented correctly such a selection of Q's can also add depth to NPCs: at least some of the Morrowind faction lines had two or three times more Q's than were needed to advance through the faction, in some cases certain NPCs would reveal their true character by insisting that certain parties should die while other NPCs would restrict their requests to field work, for example. NPCs had a little more character, the player had more choice and more support for thir chosen rp. It can only be a win-win situation :)

I've always enjoyed having options to settle things in a diplomatic way both in real life and games. At the same time however I don't think there should always be such an option available just as there is not always that option in real life.

I mean walking up to a bear both in game and in RL both should have some major consequences and rarely will that bear decide to be your friend or strike a deal with you. :P

A bandit could though.


First time I read this as beer booth. OMG what kind of bars do you drink in ?
tehe.
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Michelle davies
 
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Post » Thu Apr 14, 2011 7:28 am

Peaceful resolutions should be limited to reverse-blade swords :D
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A Lo RIkIton'ton
 
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Post » Thu Apr 14, 2011 3:03 pm

The attempt at a peaceful resolution to a situation should NEVER be a "given", and should always contain some element of risk. If you're trying to "talk down" an axe-wielding robber, there should always be a possibility that the NPC feels that he or she is being manipulated, and resorts to a violent ending of the conversation. The POSSIBILITY of a peaceful resolution is all I ask for; a guarantee just because your character meets some minimum requirement would be blatantly unrealistic and not very fun in my opinion.

I got that "blatantly phony" impression with a lot of the skill checks in FO3. If you met the requirement, it was automatic; if you didn't, it was impossible. There really needs to be a "gray zone" between the two, not necessarily (hopefully not) as wide as with many of the skill checks in MW, but still there.

I like the gray zone which can be simply implemented with a die roll. So in some cases when its really close you just have to pray it works out. On the converse side of this I would like speechcraft to help me infuriate people, either a call to arms to help me(companion) or to fight me. I would love to be able to tell an Altmer how much better Dunmer are. I want to tell a guy I just boxed down to stay down or I'll end it for him. I want ask whomever is wielding Umbra if I could just barrow it for a while then :bolt:
Speechcraft can be used enrage people, take Commence Sense and Uncle Tom's Cabin. On the other hand its a good thing we had diplomats with decent speechcraft 25-60 years ago because I remember growing up with people saying a nuclear war with Russia was inevitable and we should go ahead and nuke them. That would have been less effective and we wouldn't be playing Fallout but living it. If anyone wants an RPG without speech craft I would suggest Diablo, TItan's Quest and/or Dungeon Siege.
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Brιonα Renae
 
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Post » Thu Apr 14, 2011 2:45 am

Well, the option to play a pacifist exists in New Vegas pretty fleshed out. I can't really think of any specific nonrandom situation that doesn't at least present one peaceful solution.

Things like Raiders and Animals aren't included in that assessment though. In a perfect world, we'd be able to pay off/intimidate/be robbed by raiders without a lethal fight, and animals would only react with extreme hostility when their territory is invaded. I can't think of anyone playing a game who would willingly submit themselves to having their stuff stolen. I'd like to see situations where certain enemies will attempt to flee (Which does happen) but you're able to yield to them, with the appropriately expected outcome (IE: Not them running 20 feet, then becoming hostile again at 1hp)

In situations where deadly force is needed, companions can step in the role if you really want to play a pure pacifist, such as a healer, but that requires exceptional companion AI, something Bethesda's game's haven't exactly been known for.
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Charles Weber
 
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Post » Thu Apr 14, 2011 9:30 am

Peaceful resolutions should be limited to reverse-blade swords :D


How bout a blackjack?
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Ice Fire
 
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