Ilosar
Vault Fossil
Most impressive. I'm not a fan of the Wikipedia dialog, but aside from that this looks exactly like what was promised.
Merde, I was afraid of rotating camera from the very beginning.Surf Solar said:Fuck yeah, I love to fight with the camera and narrow FoV all the time!
as long as Key NPC have some decent aka Baldurs Gate like voice acting where a few lines are spoken I am fine with it.Ilosar said:Most impressive. I'm not a fan of the Wikipedia dialog, but aside from that this looks exactly like what was promised.
I see W2 a bit like a midle-finger to all those super-expensive-block-buster games out there with AAA high budged that killed those kind of gameplay because "it doesnt sell" or some crap like that. I mean its all about marketing anyway. Because I dont believe there is no demand for it or that you could not create a great game with top down turn based gameplay. Its just a lot harder to do it right compared to some "action game" like Skyrim for example. Or CoD for that matter.Lexx said:While watching the video, I somehow thought "this could be a great Jagged Alliance 2 follow-up" all the time. Or "the one I was waiting for".
Sobboth said:Keywords dialogue system make the dialogue much more complex, it doesn't simplify it.
You have to find clues, have to think a little bit, not have pre generated line with a silly click auto win option.
Makes the game much more reactive of what you know and what you are going to learn, hiding stuff unless you put a little effort to discover things.
I can understand people wanting auto generated cool lines but it is a simplification of the gameplay.
It seems to me a lot of people are unable to realize the huge potential of this system and only see his drawback.
Moreover dialogue trees system is much more adapted to single player cRPG. In party cRPG it works much better if you imagine your part of the dialogue, it is not stupid at all.
I have good hope though that if this dialogue system remains people will ultimately acknowledge his quality.
AnotherZaphod said:First post on NMA. I'm very happy with what has been shown in the video but I am a little puzzled by the dialogue system.
I can see how it works fine for simple questions like they demonstrated in the video, e.g. Tell me about/Discuss Snake Vargas, Ace, Killer Tomatoes etc. But how would the ranger group express an opinion, intimidate or engage in diplomacy?
I haven't seen a keyword based dialogue system operate before, so I am genuinely curious.
They wouldn't express their opinion. Keywords systems are quite shitty if you're looking for living a roleplay experience.AnotherZaphod said:Sobboth said:Keywords dialogue system make the dialogue much more complex, it doesn't simplify it.
You have to find clues, have to think a little bit, not have pre generated line with a silly click auto win option.
Makes the game much more reactive of what you know and what you are going to learn, hiding stuff unless you put a little effort to discover things.
I can understand people wanting auto generated cool lines but it is a simplification of the gameplay.
It seems to me a lot of people are unable to realize the huge potential of this system and only see his drawback.
Moreover dialogue trees system is much more adapted to single player cRPG. In party cRPG it works much better if you imagine your part of the dialogue, it is not stupid at all.
I have good hope though that if this dialogue system remains people will ultimately acknowledge his quality.
First post on NMA. I'm very happy with what has been shown in the video but I am a little puzzled by the dialogue system.
I can see how it works fine for simple questions like they demonstrated in the video, e.g. Tell me about/Discuss Snake Vargas, Ace, Killer Tomatoes etc. But how would the ranger group express an opinion, intimidate or engage in diplomacy?
I haven't seen a keyword based dialogue system operate before, so I am genuinely curious.
Izual said:They wouldn't express their opinion. Keywords systems are quite shitty if you're looking for living a roleplay experience.AnotherZaphod said:Sobboth said:Keywords dialogue system make the dialogue much more complex, it doesn't simplify it.
You have to find clues, have to think a little bit, not have pre generated line with a silly click auto win option.
Makes the game much more reactive of what you know and what you are going to learn, hiding stuff unless you put a little effort to discover things.
I can understand people wanting auto generated cool lines but it is a simplification of the gameplay.
It seems to me a lot of people are unable to realize the huge potential of this system and only see his drawback.
Moreover dialogue trees system is much more adapted to single player cRPG. In party cRPG it works much better if you imagine your part of the dialogue, it is not stupid at all.
I have good hope though that if this dialogue system remains people will ultimately acknowledge his quality.
First post on NMA. I'm very happy with what has been shown in the video but I am a little puzzled by the dialogue system.
I can see how it works fine for simple questions like they demonstrated in the video, e.g. Tell me about/Discuss Snake Vargas, Ace, Killer Tomatoes etc. But how would the ranger group express an opinion, intimidate or engage in diplomacy?
I haven't seen a keyword based dialogue system operate before, so I am genuinely curious.
What I mean is, in Fallout 1/2 for example, a dialog is complex because you have to chose between different complex sentences/approach or you are delighted by choosing a particularly amusing sentence to say. On the other hand, you can't invent your own stories. In keywords-based dialogs, you're free to imagine what your character says, which allow you to roleplay your own stories in your head. I can imagine it's because W2 is more about missions and squad than living your life in the wastes and encountering remarkable characters, which Fallout is about.
So yeah. Keywords = freedom, but it also totally breaks the immersion for me, as well as making me feel like I'm playing an INT1 char in a particularly boring Fallout 2 run.
Edit: So yeah, Yamu above me confirmed it a bit, Wasteland2 is not really about dialogs. Which is why the wiki-based dialogs make sens, so that you can hear whatever information you want to hear.
Izual said:So yeah. Keywords = freedom, but it also totally breaks the immersion for me, as well as making me feel like I'm playing an INT1 char in a particularly boring Fallout 2 run.
Edit: So yeah, Yamu above me confirmed it a bit, Wasteland2 is not really about dialogs. Which is why the wiki-based dialogs make sense, so that you can hear whatever information you want to hear.
But that has nothing to do with keywords system !Izual said:On the french Nukacola forum, back in the old days before the release of Fallout 3, there was someone - I think his name was Margenal - talking about how Bethesda managed dialogs in their games.
He told us about something that happened to him in Oblivion, which, as you said, uses keywords dialogs. He had to rescue someone named Lucius, I believe. When he arrived at Lucius' location, after fighting some monsters he had to kill a scary, mindless and aggressive zombie, which, he discovered soon after, was in fact Lucius, cursed or whatever. He then went back to the quest giver, wondering if he should apologize and tell him that he killed the man he had to rescue, or get angry and ask furiously for more than he was to be paid, since a mindless zombie had tried to rip him off, and hell, it wasn't in the plan!
Well, he came back to the quest giver and the only dialog he had was:
> Lucius
> Goodbye
So, yup. Keywords, keywords...
Sobboth said:But that has nothing to do with keywords system !