Leferd Posted August 19, 2014 Share Posted August 19, 2014 (edited) Just want to bring this to attention just so it doesn't get lost in the sea of backer beta threads. It was mentioned by Josh earlier and I fully endorse the no auto win button in dialogue. Context matters. I wanted to give a couple notes on some of the choices we've made for the dialogue system here, so it's easier for everybody to distinguish between what's intended and what's not. One choice we made is that a skill check is not necessarily a "win button" for a given encounter. This is a departure from many recent RPGs, and more in keeping with traditional pen and paper, where, sure, you can do a diplomacy check on an ogre, but he might just read that as you being soft and take it as a reason to rip your legs off. Skill checks in PoE open new paths to take in dialogue, some of them beneficial, some of them inconsequential, and some of them ineffectual. On balance they tend to help more than harm, I'd say. But we didn't want players to turn their brains off and just click the option that had a skill check associated with it, knowing it would lead to the best outcome. We want that element of the unexpected that makes the experience more engaging. To that end, we've also tried to include a number of dialogues where the "optimal" outcome is primarily related to the player paying attention to the character he or she is talking to, and choosing to treat that NPC in a way that the NPC is able to relate to on some level. Another thing you'll see, and you'll see it all over the place in the beta, are personality reputation options. These are things like "aggressive," "benevolent," "cruel," etc. These generally do not lead to a drastically different course in a given dialogue, but over time the game keeps track of what kind of character you're roleplaying as, and there will be reactivity to it - a shady character might prefer to employ someone he knows has a reputation for deceit, for instance. Or a particularly honest player might be able to later use that reputation for honesty as a means of convincing people of his argument. (Personally I think it's cooler when we don't display that a given choice is cruel/benevolent/etc., and there is an option to hide them for a more organic experience.) So for purposes of the beta, it's true, these personality reputation options will seem to do little to nothing. Over the course of the game, we are hoping it helps contribute to a feeling that the specific way you've chosen to roleplay your character in dialogue - not just the big decisions you've made - makes a difference to the way the world relates to you. ** minor beta spoilers** The posters in this thread are correct that in the beta, skill checks can get you new information about the missing noble girl - the bartender, for example, can be persuaded to cough up a useful lead. (And actually two of the ways to convince him require a certain level of personality reputation, either benevolent or honest, which means they're probably not attainable in the beta.) The potion seller gives you the same lead without need of a skill check, but a skill check does enhance your understanding of what's really going on. In either case there should hopefully be a journal addendum once the currier Trygil's name comes up. ** end spoilers ** Really appreciate the feedback, btw. And if you find that you're experiencing bugs that are causing journal entries not to show up or whatever, please make sure to report them and I'll make sure they get taken care of. Thanks! Edited August 19, 2014 by Leferd 2 "Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin."P-O-T-A-T-O-E" - Dan Quayle Link to comment Share on other sites More sharing options...
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