Dialogue system in a role playing game
What is your favourite system ?
1) Multiple choices (sentences) like Underworld, Fallout did.
2) Keywords like Ultima, Morrowind,.. did.
Darkhaven Beta-test stage coming soon.
I like sentences. It makes me feel like I''ve got mor choices.
veni vidi vici
veni vidi vici
veni vidi vici"Be excellent to Each other" Bill and Ted
Sentences - allow for more style. The way you write what the character asks will give them a certain style. Short questions with witty barbs will make them like Arnie. Long senetences with flowery language would make them like Elrond or some other mystical character.
The downside of sentences is that you need to be good at dialogue. If you are not it will just sound cheesy.
Keywords - quicker for the user to read and make their choice
Dan Marchant
Obscure Productions
Game Development & Design consultant
The downside of sentences is that you need to be good at dialogue. If you are not it will just sound cheesy.
Keywords - quicker for the user to read and make their choice
Dan Marchant
Obscure Productions
Game Development & Design consultant
Dan Marchant - Business Development Consultant
www.obscure.co.uk
www.obscure.co.uk
Sentences, no doubt about it.
Keywords were just lame and pointless and dumb and I really hated them in Morrowind and Wizardry 8.
Keywords were just lame and pointless and dumb and I really hated them in Morrowind and Wizardry 8.
------------------"Kaka e gott" - Me
Ok I totally agree with all the replies. I''ll go with the sentences.
Thanks
Thanks
Darkhaven Beta-test stage coming soon.
August 01, 2003 02:07 PM
In Syberia we went for a hybrid solution. The character owns a notebook with different keywords (we called them "concepts"stored in it. During a dialog, the player can select keywords from the notebook, which will make the character say a full sentence about it. The sentence said was usually different for each character it was spoken to, so you had the simplicity of keywords but the depth of fully-written dialogs.
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