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Original post by onyxflame
Now, a word about talking to NPC's. It drives me nuts when you run into one who knows nothing. Ok, maybe what they know isn't applicable to your quest, but should they all be like the townsfolk in Link for NES who just say "I know nothing" all the time? Yuck. So...say you find a farmer named Fred. You talk to him and do icons for "ASK FRED ABOUT KING". Fred says "Ehh, he's a decent enough fellow, I guess. He always buys my pumpkins for Ghost Day." Now, this could either be just random useless info, or maybe you decide "Ok, I'm gonna hide in the cart carrying the pumpkins to the castle and get in THAT way!"
Now I wonder...is a game like this actually doable? :)
/edit: I also hate looking at something and seeing "That isn't important." If it's not important enough to at least get minimal info about, why is it there? I loved in FF2 (US) how even the books had names, heh. Say I'm looking at a simple vase of flowers. I want to either be able to take a flower and give it to some chick, or at least see "A vase full of daffodils." Who knows, maybe daffodils turn out to be important later on.
First off, yes, it's doable :) I'm a linguist, and I have a few ideas that I'll eventually get around to implementing that deal with parsing arbitrary strings. The key to parsing isn't the syntax (the sentence structure) or the morphology (the word structure) or even the semantics (meaning), really. It's logic, and it's character knowledge. The linguistic aspect can be done, and it isn't that hard. Character knowledge is the same: tedious, but doable. The real kicker is naturalistic logic.
The thing is, it might take up so many system resources that the only interface you could afford is 7-bit ASCII. I don't know for certain; I don't know if there exists a parser as comprehensive as the one I envision.
But if I can manage to create something like that, and it actually runs efficiently, then all I have to do is slap a text-to-speech system with a number of voices on top and slather that on top of a conversation decisionmaker system. I have one partially thought out, at present, named Alexis; I haven't started coding it yet. No time. Once I do, I'll probably release the bulk of it under an open source license, so you'll be able to use it. In about ten years.
An RPG like the one you describe, though...it would be massive, even with a simple interface. And how would the player distinguish between an individual NPC's quest and his own? That's his choice, I suppose. Can you code every little sidequest into the game? Again, the only practical method is to use a text interface. There's not much of a paying market for those, and a project of this magnitude would be costly.