I'm Worried About Dialogue System

Post » Sun Feb 20, 2011 10:09 pm

I just read an updated impressions article on RAGE over at IGN. They listed things they liked and didn't like. Here's what they didn't like..."At first glance, Rage really struck me as a prettier Fallout. Then, we started interacting with people, and it was clear this was no Fallout. You have no say in what your character says to people, and you don't even get to hear him say whatever it is he says. You just tap a button and people talk at you instead of to you. That's lame." From what we know about the Skyrim dialogue system and reading this......i feel sick.
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brandon frier
 
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Post » Sun Feb 20, 2011 9:15 pm

Rage = id Software
Skyrim = Bethesda

/thread
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Rex Help
 
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Post » Mon Feb 21, 2011 10:21 am

This is TES, not RAGE. Dont worry.
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Alada Vaginah
 
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Post » Mon Feb 21, 2011 3:32 am

Hmmm Bethesda making dialogue obsolete in an RPG? Not likely, I wouldn't worry about it.
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Justin
 
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Post » Mon Feb 21, 2011 1:30 am

Rage = id Software
Skyrim = Bethesda

/thread

Yes. I know . Bethesda isn't letting us talk to every npc anymore though so who knows what the whole system entails.
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Strawberry
 
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Post » Mon Feb 21, 2011 3:37 am

Also I don't think Rage was made as an open-world RPG, but as a more linear FPS, so I don't know why people are complaining.
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Scott
 
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Post » Mon Feb 21, 2011 12:59 am

Yes. I know . Bethesda isn't letting us talk to every npc anymore though so who knows what the whole system entails.

Uh... what makes you think that? NPC interaction in that respect has been stated to be the same as Oblivion.
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I love YOu
 
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Post » Mon Feb 21, 2011 9:47 am

I hope that we don't get to hear what our character says. My character is my role to play. I neither need nor want some other actor talking for me. A little dragon-shouting on my behalf would be good, though.

Edit: Then again, if dialog is straightforward, I suppose actors could handle my character's voice well enough.
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Dezzeh
 
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Post » Mon Feb 21, 2011 4:30 am

im just worried il have to spend the whole game following npcs just to keep em talking so i can get info
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Genevieve
 
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Post » Mon Feb 21, 2011 1:15 am

I certainly hope that we don't get to hear what our character says. My character is my role to play. I neither need nor want some other actor talking for me. A little dragon-shouting would be good, though.


I think you’re safe there. Bethesda won’t go through the trouble of voicing everything your character will say to every single NPC in the entire game. Mass effect is one thing but to do this for the elder scrolls, would take a long time.

On the topic, again I don’t think there is anything to worry about like the guy above said,

Rage = id Software
Skyrim = Bethesda


Both games are made by different teams. Also it’s been confirmed by Bethesda that when talking to NPCs, you can still choose dialogue choices when talking to them.
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Myles
 
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Post » Mon Feb 21, 2011 7:53 am

My only problem would be with the proposed dialogue system is if I was talking to a NPC and he gets killed, that would be annoying.lol
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Killer McCracken
 
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Post » Mon Feb 21, 2011 7:12 am

Uh... what makes you think that? NPC interaction in that respect has been stated to be the same as Oblivion.

It's already confirmed that a lot of npc's will only have rumors when you "activate" them. Only important npc's bring up dialogue options.
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Multi Multi
 
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Post » Mon Feb 21, 2011 6:45 am

im just worried il have to spend the whole game following npcs just to keep em talking so i can get info

This too.
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matt oneil
 
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Post » Mon Feb 21, 2011 6:22 am

Im worried about the dialogue system. Not because of how Rage is, but because you can't talk to everyone. Sure, they might not have anything meaningful to say, but it was still fun (for me) to engage in conversation. In Morrowind you could find out a lot, almost all of it was redundant but it could still be useful. Maybe in a game like Skyrim, with advanced AI and proper schedules, knowing that that person is a thief, which is easy to discover with the "my trade" topic in Morrowind, helps you raid his house.

That was one of my favorite things about Morrowind, it was all redundant but it was great (IMO) for immersion.

But in all honesty this isn't much of a step from Oblivion, instead of having 1 topic of rumors with most people, know we get 1 line. Then again I didn't like that system much either...
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lucile davignon
 
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Post » Mon Feb 21, 2011 1:40 pm

Even if you have to follow NPCs that isn't that big of a deal. That wouldn't be too different from real life, people like to walk and talk. I would guess that by initiating a conversation it restricts where they can go while you speak to them.
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Mistress trades Melissa
 
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Post » Mon Feb 21, 2011 11:34 am

From what we've heard from Todd thus far, I'm also pretty scared, but I am also hopeful because they generally haven't let us down in the past.
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Courtney Foren
 
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Post » Mon Feb 21, 2011 7:52 am

Even if you have to follow NPCs that isn't that big of a deal. That wouldn't be too different from real life, people like to walk and talk. I would guess that by initiating a conversation it restricts where they can go while you speak to them.

Why even have todo that? Just have the "freeze" time system from Oblivion.
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Jason White
 
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Post » Mon Feb 21, 2011 2:04 am

Why even have todo that? Just have the "freeze" time system from Oblivion.

Exploits and it got annoying. Im glad its in real time, but I agree the NPC should be somewhat limited in movement during a conversation.

Then again, in Oblivion NPC's didn't really walk much.
*wake up*
*eat*
*stand outside*
*eat*
*sleep*
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CORY
 
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Post » Mon Feb 21, 2011 1:57 am

It's already confirmed that a lot of npc's will only have rumors when you "activate" them. Only important npc's bring up dialogue options.

...Just like in Oblivion. That's not what the thing you were worried about was saying at all. It said you didn't choose what to say, it just went through the dialogue automatically.

Also, that says nothing about the proportion of important to unimportant NPCs. Important just means they have something to talk about basically, and there may be loads like that.
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Victor Oropeza
 
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Post » Mon Feb 21, 2011 7:01 am

...Just like in Oblivion. That's not what the thing you were worried about was saying at all. It said you didn't choose what to say, it just went through the dialogue automatically.


From what's been stated, I suspect it will be much more like Fallout, where the average NPC has no dialoge, they just say stuff to you. Only the important NPCs bring up the dialog interface.
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BrEezy Baby
 
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Post » Mon Feb 21, 2011 8:24 am

Why even have todo that? Just have the "freeze" time system from Oblivion.


Why would they go back to that system? Even if the new system won't be perfect, it will be better than the old system.
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Josh Dagreat
 
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Post » Mon Feb 21, 2011 5:35 am

From what's been stated, I suspect it will be much more like Fallout, where the average NPC has no dialoge, they just say stuff to you. Only the important NPCs bring up the dialog interface.

Why do you think that? Like has just been discussed, the dialogue system has been described exactly how Oblivion's dialogue is.
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Marina Leigh
 
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Post » Mon Feb 21, 2011 6:23 am

Why do you think that? Like has just been discussed, the dialogue system has been described exactly how Oblivion's dialogue is.


Hardly. In Oblivion, every NPC had dialogue, even if it was just about the town or some rumor. They've said that in Skyrim, not every NPC will. It's not like Oblivion.
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[Bounty][Ben]
 
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Post » Mon Feb 21, 2011 10:17 am

Hardly. In Oblivion, every NPC had dialogue, even if it was just about the town or some rumor. They've said that in Skyrim, not every NPC will. It's not like Oblivion.



SOurce please....
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Kate Schofield
 
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Post » Mon Feb 21, 2011 8:24 am

SOurce please....

I forget the source, but I'm pretty sure that's accurate. We're not sure if there will be a dialogue option with non essential npcs, but they'll at least have one thing to say. So, at worst it's like Fallout. There'd certainly better not be any "Skyrim Traveller"s in towns. I'll be pissed. I hope, even if they can only say one thing, that they've got a name and role in town.
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Catherine Harte
 
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