

Yes, but, in respect, do you agree or disagree that making it like more flowing, two-sided dialogue could make it a better experience for the reader?
I'd love to see something like this, not only because it would make the conversation seem a bit more natural, it would also keep the player involved and let you develop a sense of character for your...uh...character. When I see my character not talking in cinemas over and over, it really gives the impression that she's a mute.
They really put a lot of work into the flavor of the writing and I'm grateful for that, but it could stand to be a little less verbose, or at least involve the player a bit more.
Also, there are way too many alliterations, especially in enemy names. It's cute here and there, but they've gone wayyyy overboard.




And do you know why they do it like that?I'd love to see something like this, not only because it would make the conversation seem a bit more natural, it would also keep the player involved and let you develop a sense of character for your...uh...character. When I see my character not talking in cinemas over and over, it really gives the impression that she's a mute.
Because people that care what their character is like, and think up their personality, perhaps a backstory, or just like to imagine responses to dialogue and quests are as their character would be, get more than a little uncomfortable when the writers start telling them just how their character ought be speaking and behaving. The generally silent protagonist is the best answer available until someone comes up with a way for quests to be much, much more dynamic (which if you ask me is one of the current model's bigger flaws). They'd sure as hell write Forra completely wrong, I can say that for a start.
This is an MMORPG with free character creation, not one of those cheaper ones with little to no character customisation excused by taking character writing away from the player. I hate to use a tired and unkind turn, but if that's such a problem, why not go play Rusty Hearts, or Talesweaver, or Trickster, or any of the plethora of other chargen-less MMOs that take characterisation away from you?
Now, if there were more options with more effects in the dialogue, like if that scene where you get yelled at by a padjal for using the echo on her had actually let you go with one option or the other instead of forcing you to use the echo (which is bad enough) - that would be nice.
Last edited by Fensfield; 11-02-2011 at 06:42 PM.
Roleplay Profile: http://ffxiv-roleplayers.com/showthread.php?tid=961&pid=15275#pid15275
Right now they're telling me that my character is very patient and willing to listen silently to however much dialogue any given person has to spew at me. They're also telling me that she responds mutely to adversity. (And when she talks to other humans, they don't respond, so she's either talking in her head or so annoying that almost everyone ignores her)And do you know why they do it like that?
Because people that care what their character is like, and think up their personality, perhaps a backstory, or just like to make what few choices are given them in dialogue and quests as their character would, get more than a little uncomfortable when the writers start telling them just how their character ought be behaving. They'd sure as hell write Forra completely wrong, I can say that for a start.
But in saying so, I have to admit that I understand your point. When I see my character in certain situations, I think "that isn't how she should be acting", so I'm sure that feeling would pass over to certain dialogue choices as well.
Regardless, I still think I would enjoy the game more with dialogue trees. Having more natural conversation with at least some choices that fit my character would be a big enough positive to outweigh the choices that don't fit. It's not a big enough priority that it would drive me to another game, though.




Now, this I can agree on. As I said in my previous post:Regardless, I still think I would enjoy the game more with dialogue trees. Having more natural conversation with at least some choices that fit my character would be a big enough positive to outweigh the choices that don't fit. It's not a big enough priority that it would drive me to another game, though.
Did you ever play Mabinogi? I often refer back to it, but they had a very nice way of handling interactivity with NPCs in a format that makes complex dialogue trees (especially meaningful ones) difficult and expensive (although not impossible).Now, if there were more options with more effects in the dialogue, like if that scene where you get yelled at by a padjal for using the echo on her had actually let you go with one option or the other instead of forcing you to use the echo (which is bad enough) - that would be nice.
Until someone figures out a way for NPCs to respond and change dynamically based on player choices, I think Mabi's answer is one more MMORPG's ought consider learning from.
Last edited by Fensfield; 11-02-2011 at 07:17 PM.
Roleplay Profile: http://ffxiv-roleplayers.com/showthread.php?tid=961&pid=15275#pid15275
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