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Dialogue Choices


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The game defaults to the conversation stance that you last used.

 

Actually, I have a question, too. Given the one-off nature of in-game conversations, and the impossibility of going back to a character and getting them to repeat a piece of information (as most RPGs allow), we're really going to need a thorough journal function for players to reference if/when they've forgotten something important. Is there anything you can tell us about this part of the user interface?

 

I agree. Would there be, for example, a cell-phone you carry to remember/re-read everything? Or a notepad? Or even certain pick-ups, like the napkin containing a phone number at the top of the page? :sorcerer:

 

Back in my day, we actually wrote down important info from games on Paper. PAPER!

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I love the "head slam" dialogue option... will there be a "crotch kick" option too? ;)

The only thing better than that is a roundhouse kick.

 

Yes, a roundhouse kick dialogue option. Now THIS is new.

"Alright, I've been thinking. When life gives you lemons, don't make lemonade - make life take the lemons back! Get mad! I don't want your damn lemons, what am I supposed to do with these? Demand to see life's manager. Make life rue the day it thought it could give Cave Johnson lemons. Do you know who I am? I'm the man who's gonna burn your house down! With the lemons. I'm going to to get my engineers to invent a combustible lemon that burns your house down!"

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Upon watching the latest dev diary again, I have two other concerns:

 

1) The "suave" option used in the video is a groaningly awful "Hey, check out my schlong!" line. That doesn't seem particularly suave in my book. (Closer to "aggressive," really.) Am I wrong for expecting more "champagne, caviar, and Barry White" suave and less "is that a mirror in your pocket?" suave?

 

2) The dev diary included a notification that the player had gained a perk called "Suave." My assumption is that this is a perk gained upon repeated successful use of suave dialogue options, along the lines of the reputation perks that Sawyer outlined for the Black Hound project ages ago. My fear is that this will lead to too much metagaming (I'm thinking of the speech-skill benefits one gets from going strong towards Paragon/Renegade in Mass Effect), with the "optimal effectiveness" route being to game your dialogue choices to gain these specialization bonuses as early as possible as opposed to playing the game in a more natural fashion. Anybody in the know care to comment?

Edited by Enoch
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