God is Dog backwards
Mildly Dipped
![](https://www.nma-fallout.com/xencustomimages/nma/nma_5.gif)
Interview was OK, but the dialogue thing really concerned me. Dialogue can affect reactions and what quests you get, and then presumably those quests can be solved in multiple ways - but the game's end and 'big' themes, by the sounds of it, are determined by key storyline moments that are set in stone as you move through the game, and, if I'm getting this right, those are CHOICES rather than dialogue. ie. choice to blow up this city or leave it standing, choice to side with X rather than Y.
So I'm guesing we'll all have those key story moments, however we play the game. We'll all fight through X dungeon where Y is held, we'll all do this, etc. Which, I guess, is a consequence of having a railroaded story and a pre-determined character motivation (where's dad).
I don't see how dialogue can't be inolved with that, even if it's just 'Yes, I want to side with you and let's go blow up the town'.
But I'm guessing we won't get the little quirky cool stuff you could completely miss many times over, like fathering a son in New Reno that might pop up in an ending. I guess that's the advantage of having multiple endings for each settlement, rather than one collection of blanket multiple endings.
Still, I can't help feel that this dialogue quote is taken a little out of context, simply becuase, with the megaton example, for instance, you'd presumably have to use dialogue to accept or deny his big decision.
If, on the other hand, it's simply a karma check - so you could go through the game and do lots of little 'bad' things and get the same ending as doing one major bad thing and playing the rest good - that kind of, erm, isn't as good.
So I'm guesing we'll all have those key story moments, however we play the game. We'll all fight through X dungeon where Y is held, we'll all do this, etc. Which, I guess, is a consequence of having a railroaded story and a pre-determined character motivation (where's dad).
I don't see how dialogue can't be inolved with that, even if it's just 'Yes, I want to side with you and let's go blow up the town'.
But I'm guessing we won't get the little quirky cool stuff you could completely miss many times over, like fathering a son in New Reno that might pop up in an ending. I guess that's the advantage of having multiple endings for each settlement, rather than one collection of blanket multiple endings.
Still, I can't help feel that this dialogue quote is taken a little out of context, simply becuase, with the megaton example, for instance, you'd presumably have to use dialogue to accept or deny his big decision.
If, on the other hand, it's simply a karma check - so you could go through the game and do lots of little 'bad' things and get the same ending as doing one major bad thing and playing the rest good - that kind of, erm, isn't as good.