I just watched this video. https://youtu.be/78V3ziK-0tE?t=323. At the point i set the link to, Josh mentioned something interesting about party skill bonuses contributing to dialogue options. This is not a huge issue for me but can be an annoyance in games depending on how its implemented. The way Josh describes it may end up perfectly fine. Josh basically describes this system that if multiple party members have bluff or diplomacy then you benefit from it in dialogue. After playing games like wasteland 2 and tide of numenera i have come to not enjoy their party based conversations mechanics.
First issue: You can design your party to never fail.
I get Wasteland 2 is not a single player game you create your party which already bugged me (to play the game i actually had to roleplay that i was one of the characters but its a hard game to do that in) but you could basically design your party to cover nearly all possible skills in the game and never fail anything. So the skills at that point felt kinda irrelevant and not special. It became less about role playing and more about mechanics. At least pillars has hard skill checks, the percentage skill checks in wasteland to me only encourages save scrumming which i tried really hard not fall into in that game (but that is a separate issue)
Second issue: I find it weird that my character starts a conversation and in the middle of it my companion says this one line of dialogue because he happens to have the skill check for it.
So it seems like this is not what is happening to Pillars the way josh is describing it but this really bugged me in Torment. You would be having a conversation in torment going down a dialogue tree. The person is talking with you but all the sudden a skill check you dont think you can pass pops up and you can just have this random person in your party say this one line of dialogue (that is how i interpret when you click a dialogue but use your companion to pass the check) so you can meet the skill check and then go back to you talking. It always seemed a little weird from a roleplaying point of view and it also had the additional problem that i mentioned above that with a large party you could cover all the needed skill checks so as to almost never fail.
I do like the idea of having other characters go out perform tasks that maybe you cant do so like sending one of your companions to save the people in the stalwart burning house (or even a conversation task like pick pocket) but it would feel weird to have them talk for you (which seem not to be happening i think) or that you could design parties to never 'fail' conversation. One saving grace for Pillars is that just because you can use a dialogue option doesnt mean it optimal. This whole mechanic however feels like it diminishes the roleplaying within conversation and makes it into more a mechanical exercise in how to optimize your party skills to win conversations like you do with combat skills.
This kinda mechanic seems to encourage you to say something that your character would never say just because you can win the conversation due to your party member skills.
I guess one way to let it feel more like roleplaying is to have whoever starts the conversation be the person who is talking so then you can use their skills checks only. That can still be a little cheesy but would feel more like role playing then having your npcs randomly say one line here and there.
Edited by draego, 16 June 2017 - 07:13 AM.