At first it seems like standard bioware multichoice like Mass Effect, Dragon Age, but there is also a time limit for you to make your decision.
This might sound frustrating, and some players hates this system as they wanted time to read and make the right choice, but I think it fits this game perfectly as you’re playing a Secret Agent where time is of the essence and the stakes are high, it really sets the tempo for the game.
Right. The “wait to remain silent” thing can take some getting used to, especially in the sort of game where you feel like your character would have a lot of questions, but I much prefer it to a default choice being made. I recently replayed one of Telltale’s games and I really enjoyed the way I could use silence as a tool. The game was The Wolf Among Us, where you play a detective who interrogates people a lot, and I used the time-honored interrogation technique of just remaining silent to make someone talk more.
This wasn’t wholly your question but you might like to look into what NOT to do with LA Noire. Originally the game’s dialogue options were labeled, “Coax,” “Force,” and “Lie.” You play a 1940’s police detective who has to solve crimes, so dialogue naturally comes up when you are interviewing witnesses or interrogating suspects. However, Rockstar as publisher made a shock change late in development where the devs had to change the options to “Truth,” “Doubt,” and “Lie.” These options, however, don’t actually quite fit with the actual dialogue of the game. Something I noticed a lot when I played the game was when I selected “Doubt,” to theoretically doubt what I thought was an obvious logical error or a half-truth, phelps instead just started screaming at the top of his lungs about executing people. Or other times I’d select “Truth” because the witness wasn’t lying but just being cautious with their words. It turns out that option was ‘wrong’ because I didn’t force out the key info I needed.
It wasn’t until I learned later on in my playthrough of this fatal publisher error that I instantly became way better at the game. Just had to switch around the words in my mind to what the original devs intended. Later releases of the game had “Truth” and “Doubt” changed to “Good cop” and “bad cop” but both of those also don’t really fit too well. Phelps isn’t always bad cop when forcing the truth, sometimes he’s just yelling because the witness is an asshole.
The reason Lie was never changed is because when you select Lie, you’re doubting their version and coming up with evidence to prove the contrary, like in Ace Attorney.
Just a little thing to keep in mind about dialogue options. Even though the words “Coax” and “Force” sound a little… advanced I guess, they still work way better mentally just because they actually describe the options. Truth and Doubt might help you reach a younger or less intelligent audience, but they don’t work because they don’t actually describe what the options give.
This was a meme for some time, like he’s talking to a little girl and suddenly screaming at her. Didn’t know the labels changed but that the dialog a huge joke.
Shapez looks like it has the same problem as factorio, where expanding outwards is always possible and easier than micro-optimizations. That’s not the kind of gameplay I’m looking for.
The dialogues are super fluid and dynamic. You can interrupt people and even steer conversations towards other topics with your choices. Conversations are in realtime. Dialogues feel so natural, you really should look it up if game dialogue design is something you find interesting.
The ‘Thought-Bubbles’ do have a bit of a weird timing. I have to have chosen what to answer before the others are done talking most of the time. It’s not always optimal. The voice acting, though, is out of this world.
I recently enjoyed playing yet another zombie survivors and it was a blast, cheap and at least a weeks worth of grinding to unlock all the goodies. Also you only need the WASD keys so you should be set with your broken arm.
the witcher 3 is great It shows short sentences but Geralt doesn’t exactly say that and usually develops a little more. If you are impatient, you can choose a simple sentence and skip the talking without losing the general meaning. You can also listen to the whole thing.
Well, I, like many many, others am playing Baldur’s gate.
But, honestly, I still find time for ol’ trusty falconBMS. (It’s a tiny but very loyal playerbase, thinking about starting a page for it on lemmy somewhere)
I really loved the system used in Firewatch. It was similar to the Telltale system where you have a set of dialogue options, a limited time to respond, and silence is a valid option, but the game didn’t “pause” to let you choose. You could continue walking around and explore your surroundings during these conversations, which is very nice in a game about walking around in the woods. It also took into account context from earlier conversations to make later ones feel more specific and personal.
The developers gave a great talk about the dialogue system in GDC17: youtu.be/wj-2vbiyHnI
Been going through Borderlands 3. The general planet trotting is a weird way to introduce new environments instead of just saying Pandora has more than one climate. Shooting is entertaining, and the twins are somewhat amusing villains - though the story does retread the old trap of “Oh no, the big bad villains just killed [powerful named character], we can’t stop them!” too often for a game where I will only get bigger guns.
Played a little bit of Death’s Door. Its a good isometric action game and the way the world was crafted stands out very well. There’s something about the way everything looks, and how enemies stay dead after you defeated them, which makes the whole landscape eerie and unpleasant, even if overall the game doesn’t seem to be quite depressing.
Picked up Guardians of the Galaxy again, with the intent of finishing it off for real. The game is surprisingly very good, but also quite slow. They clearly wanted to give a lot of time for characters’ back and forth, which isn’t bad given that the game spends a significant amount of effort making them likable and investing in their growth but it also makes the game as chatty as your average RPG but with less interactions. Looks fantastic and has surprisingly good writing.
Considering giving Original Sin 2 a retry given all the current Larian hype.
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