Pavlos Posted July 14, 2008 Share Posted July 14, 2008 Source Straight from the horse's mouth Indie developers Vince D. Weller and Gareth Fouche have written an article which discusses the history and relative merits of various dialogue systems in RPGs posted on Iron Tower Studio's forums. Some have attempted, once again, to create a combination system. Dialogue trees, but ones which allow you to choose the tone with which you deliver the response. Bard's Tale, with it's Snarky or Nice options, Mass Effect with it's persuasion wheel and the upcoming Alpha Protocol which offers you a choice of professional/suave/aggressive secret agent archetype. The problem with such systems is that, being built on dialogue trees, they offer little extra flexibility in the best case, and in the worse actually surprise the player with a response completely outside their expectations It's an interesting read which covers games from Mass Effect to Fallout. If you like essays, RPGs, brandy, and dinner jackets then give it a look. Link to comment Share on other sites More sharing options...
Miltiades Posted July 14, 2008 Share Posted July 14, 2008 I agree with that quote. I had a few moments in Mass Effect where my choice in the "persuasion wheel" came out completely different from what I expected. Link to comment Share on other sites More sharing options...
Relenzo2 Posted July 21, 2008 Share Posted July 21, 2008 Awsome. I love these Richard Garfeild-type analysies (plural of analysis) of games. I'll check it out. Link to comment Share on other sites More sharing options...
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