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Combining Dialogue and Action.

Started by April 23, 2005 05:27 PM
19 comments, last by Boku San 19 years, 9 months ago
Quote:
Original post by Wavinator
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Or maybe its a icon that you can respond to which switches the game mode.


I've got to disagree with that idea; as you explained it, I imagine this would be implemented as a floating icon, highlighted spot, or glowing ring on the floor, where "important actions" take place. IMO, that's probably the cause of most immersion-loss in games where it's applied. However,

Quote:

I supposed you could pair this with context sensitivity, similar to how wall flattening is implemented in many games.


the relation to wall-flattening here makes me think: what if the game can tell when it's safe to talk? Maybe, using the wall-stick example, that is the only time the options for chatting are available? Maybe dialogue options are only available after the player has stuck to said wall for a certain amount of time, or change after a certain amount of time? I like Aiursrage2k's idea above about the "personality color" options, maybe (in the case of a console game) bound to a D-Pad? I also liked Taolung's idea of having the responses categorized by aggressiveness or expected response (if any). Possibly assign direction to a different level of aggression, and allowing players (again, in the case of a console) to scroll through different named "colors" at the top of the screen, varying responses even more.

What if the proximity of enemies, availability of cover, or time spent talking affected responses as well? I'd guess that the PC's dialogue would be more desperate if they've just taken cover from MG fire, and definitely louder than if they were trying to sneak into an enemy base. Then, going even further, you could consider the PC's breathing based on what they've been doing, or even, to some extent, what they're thinking based on their personality.

This would take a lot of work, especially to do without stopping gameplay, and could come off as a lot of "unnecessary" work that could be spent improving the gameplay, as opposed to improving "filler dialogue". But I'd give any game that implemented this [well] points for immersion.

ALSO: Hey, we got a Show Preview.
Things change.

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