Y'know, its ironic...
The first time I played Knights of the Old Republic (maybe the most i've ever been sucked into a game), one of the things that blew me away was the dialogue system. My thought was "wow....this is the most fun I've had with dialogue trees since Fallout 2!".
When I first played Mass Effect, my thought was "WOW ITS JUST LIKE KOTOR BUT EVEN BETTER BECAUSE MY CHARACTER TALKS TOO".
So this notion of classic Fallout and BioWare style dialogue trees being diametrically opposed to one another is....weird to me. A wheel vs. long list isn't the issue, the issue is the script writing and depth of additional options once you get past the first choice. (and NV was worse imho; Caesar's backstory is great and he was voice by an alumni from The Wire, yet talking to him bored me to tears? smh)
I thought I spotted a dynamic camera during certain FO4 conversations....adding that made a HUGE difference in Mass Effect 2.....eventually I noticed the contrast and the dumb "mugshot" camera angle for every convo became one of my biggest gripes about FO3.
"But you can't be exactly sure about what you say until you say it!" - I always found that uncertainty to be part of the fun with that system. I always got a kick out of choosing an angry response and watching FemShep throw passive-aggressive shade at people. How often do you try to say something IRL and it comes out the wrong way? lol yeah. If you REALLY don't like the outcome, that's what save files and replay value are for imho.
Yeah, I don't expect Bethesda to execute this half as beautifully as Telltale Games or BioWare does, but just give me an improvement over FO3 and I'll be happy.
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