The choices don't affect the outcome, so it doesn't really matter which one you pick. The only difference you may see is a facial expression. The only two real options are "Yes, I'll sacrifice my life to fetch your hat worth 1g while spending 100g on the expedition." or "No, so go ahead and tell me you'll wait forever until I do fetch your hat."
Very true.
The only discussion tree that has any outcome on the game I can recall is "Yes, I'd like to join the Imperials" or "Yes, I'd like to join the Stormcloaks." Selecting either one fails the other.
I'm not saying every dialogue is "Yes/No", but very few have choices that impact the game. The only other one that comes to mind is the truce talks, but again, this doesn't affect the game. Just where NPCs end up.
Most other choices to affect the game require more than a speech check. The Dark Brotherhood is an example. There's nothing you can say to Astrid that gets you out of that shed, but killing her gives you the option of affecting the Dark Brotherhood.
Indeed. There are very few questlines that actually have consequential arcs. Even then , they are more of a clear choice between two. That being, choose a side. For the most part, Skyrim is just dialog execution and not dialog selection.
?As an example... It's not anything like Dragon Age, in that regard.
Dialog tree's in Skyrim? um, maybe a Dialog Shrub.
More like dialog grass. Even shrubs have branches.
No, Skyrim has only a few speech checks for freebies. Even then, most are accompanied with other ways of getting them if the speech check fails. With the exception of only a few that result in no option. One would be a random encounter with a mercenary. If you pass the check, you can get them to tell you where they are headed. Not really a great thing one way or the other.
No doubt one of my all time favorite games... ever. That is how the true RPG element of dialog "selection" should be applied.
This is why quite a few enjoy the FO games better than the TES games.
I will say this: don't mix the two just because Bethesda published them. They are very different games.
Even between FO3 and FONV, the dialogue impact is different. FO3 trees are usually limited to the NPC/event, while dialogue in FONV can affect the entire game.
I'm sure. I've logged enough hours into this game, I could have made my own.
If you've read other comments, you'll see others have agreed.
Skyrim isn't designed to be a "consequence" game. It's designed to be a fantasy game.
If you're in doubt, save your game before a speech check and try it yourself. You'll see that most options result in an NPC saying, "Okay, but I'll be here if you change your mind."
Hell yea... Just do most any quest, aside form the pick A or B, like the CW or MQ and try to have it end differently. It doesn't matter.
Imagine if TES6 had the world and lore made by Bethesda, and dialogue and storylines made by BioWare.
Indeed. It wold be quite the grandiose of epic proportion. With solid multiple endings of course.
Rockstar made and RPG?
Dialogue options:
Sure, I'll be glad to help you.
I'll help, for a price.
No thanks, good luck with that.
You still get paid even with saying the first option. I guess that second one is there for reassuring that you'll get a reward.
Dialogue and story written by Obsidian, that would be awesome.
I need a little more to go on than that, i"m afraid. Not sure what was up with that quote.... I don't recall saying "endings".