And graphics obviously... And story... Waaaait a minute?
And graphics obviously... And story... Waaaait a minute?
"RPG" isn't some sacred honorific, it's a damn genre distinction. One so damn broad that it has several subgenres. Never understood why anybody got their jollies from saying a game isn't a "real" RPG.
Pretty sure it won't be WASD - the buttons around WASD are a safe guess, maybe even a 1:1 match with what the face buttons do on the consoles. That could be E, Tab, R, and Space - although Q, F, V, and C are good picks too.
Only thing I don't like is where is the sarcastic or the humorous response? Controllers do have R1, R2, L1,L2, so it isn't like there could have been options for at least those 2 choices.
Thinking about this, especially considering the fact that we're not locked into dialogue mode and can move around freely, the most logical keys would be the 1-4 number keys, as they are immediately above WASD and are therefore within easy reach.
I'm sure this could be incorporated if the context is appropriate. The 4 examples I have given would suit most situations, but there would of course be exceptions.
Voiced protagonist is pretty much an unavoidable evolution. Doesn't matter to me much. They could have Morrowind-style text boxes for all I cared.
That's a really good point. I've listened to speeches where there were pauses so that the speech could be translated to another language (which I also knew). It gets frustrating at some point.
I can dig this. You'd essentially be forgoing your hotkeys 1-4 for dialog topics, but that's not nearly as bad as replacing the Interact/Reload/VATS keys or whatever. And if I'm talking to someone and can't be bothered to just move my crosshair off of them, I could just go into the regular favorites menu to pick something out instead of using a hotkey.
I wonder how the cinematic dialog works. Does it break away as soon as we make a non-dialog action or movement? And then go back after we decide to continue the conversation?
Not. Another. One. Of. These. Threads.
There has already been so much whining, can it please stop??? Most of us are actually looking forward to the voiced dialogue.
https://www.youtube.com/watch?v=EddX9hnhDS4
You do realize when you hovered over what you wanted to say in Deus Ex, a small textbox would pop out showing you exactly what was coming out of Jensen's mouth? Completely different from what we have in FO4 withhttp://4.bp.blogspot.com/-ywjaBh8n5zg/ViIDEJ06RWI/AAAAAAAACZQ/drIwUw6vSqU/s1600/HATENEWSPAPERS.jpg that doesn't give a great idea of what we're going to say.
Also the highlighting thing in Skyrim sounds like a you problem, I personally never had any problems with it at all, and I don't see how the new dialogue system would fix that anyway.
As for this fear of change, people need to remember that all change is not growth, just as all movement is not forward. I don't see how the new system is any improvement at all from what we already had.
Is it confirmed that we only ever have four replies to chose from? Or that all replies follow a certain pattern, i.e. one diplomatic, one provoking, one asking for more info, and a goodbye? That is a bit disappointing really.
Not officially confirmed but it seems to be that https://i.redditmedia.com/oHlSYG68uWJns9c1rvSa0mxMsAOxyCkGe8refiGltj8.jpg?w=320&s=b48b6f8a972502e8beaaa78065b144ca.
Y= Question
X= Neutral response
A= Positive response
B= Negative response
Having to use the keyboard at all for dialog choices would be cumbersome. Should be able to hover/select an option with the mouse. I use the arrow keys to walk/move around. Never got the hang of WASD for movement, and sure as heck don't want to use it for dialog.
Hmm that is really dumbed down then. I can not like this really. Honestly the only reason for this I can see is that it fits the four buttons on the gamepad. This does not help the pc-console rivalry at all. Oversimplifying certain mechanics is not a good idea.
As for only keywords being unclear, I can only say that it did not work out perfectly in Mass Effect, and Deus Ex was by far not as dialogue or decision heavy as either ME or Fallout. It was not an RPG either, if we talk about the last installment of 2011. Even if you have colour schemes of the tone you will hit in the text, it might be different or blatantly wrong with whatever you thought was the appropriate tone. And of course the text might become a different meaning than the few keywords given.
By the way, would this mean, since it is easier to differentiate between "good" and "evil" answers, that quests have easy to distinguish good and evil approaches and endings? I would not like that either, I rather want more morally grey territory, like the Roy Phillipps quest, where you thought it obvious to convince everyone to share Tenpenny Tower with the Ghouls just to find out, that the Ghouls killed every inhabitant later. So there was no real good ending to this quest.
In Mass Effect it became a joke really, where I did not pick answers because of how I felt about it (not in the first installment anyway where your Karma level had a meaning) but on how it affected my Karma and possible interactions with other characters, most importantly the companions. The whole system was perverted in this game for the sake of making it easy to distinguish.
We seem to have this wool over our eyes that the dialogue in fnv/3 was much more varied. It wasn't. Literally the same set up, only you could see what you would say. Has nothing to do with PC/Console rivalry...at all.
I thought about this as well, but we often had more than four dialogue choices. Not including saying goodbye, either. Certain dialogue options opened up more dialogue paths as well, or hid others. Dialgue was not a straight line, but was more like a tree branching out, if you get my drift. Plus of course we had the choices to ask specifically for more information on certain matters. I can not really believe that people we talk to really only have one piece of information to say, or a couple of pieces that need to be asked successively.
Edit: The more I think about it, the more I believe dialogue can not be limited to four options. There must be one, where you say goodbye unless, they want us to walk away all the time. Also asking for more information is too general for more complex dialogue. Imagine a BoS elder speaking to you about the Brotherhood, there is so much to ask for, Power Armour, the society, ancient tech, history, personal views, whatever. What I could think of happening, is four options showing and when you choose one, it opens another context menu where you can ask specifics. This could work with any of the four "options" described earlier.
Er, no. No it was not. In both of those games, there were times when you could choose between more than four options, and there were more options than just 'yes', 'no', 'goodbye', and 'what?'.
(and Fallout 1 and 2 differed even more from this setup).
I'm more tired of playing a telepathic mute. It makes the conversations feel rather one sided.
Reckon its structured more like BioWare RPGs now..
However the content should be the same.
You can see the conversation 'wheel' change when a question is asked (Y), changing A, B and X. in that way you can investigate further, Unlocking further conversation options.
While the 4 possible responses dialogue makes sense, i wonder if there will be some kind of "classical" dialogue tree to choose different topics from. How would one otherwise talk about various topics with a companion or let alone trade gear?