How about free talk with NPC??

Don't worry, you show much more initiative with your English than I ever have with Chinese.

Also, there are plenty of native English speakers who use worse English than you.

Does sound like the translated advice of a Chinese sage though. I believe it is the phrasing, resembling the stereotypical phrasing that we've heard before.
 
Thank you! You really give me some self-confidence.

There's a famous Chinese saying by Mao Zedong:"Work hard, and make progress everyday." But if I tranlate it word by word into English, it could be:'Good good study, day day up!"

Joke, of course :)
 
Good good study, day day up? Sounds like a useful advice to me.


Alright. Back on topic.

Rosh:
What do you think about an object-oriented speech system with common subtrees for more than one NPC? It seems like a good way to make "generic" NPCs more individual (you don't need to replace the entire tree and can just add some additional options) but not much more than that to me.

You can't have every NPC have an option for every topic (although that would be possible with the above-mentioned system) because they end up being even more repetitive than generic NPCs already are. I suppose there is no way around having specialised NPCs who only talk about certain topics, but I think the real problem is that some RPGs (especially AD&D based ones) tend to have one-option or two-option replies only as soon as you ask the NPC something in particular and you end up being overrun by useless information with no way to go back until the monologue is over (Fallout almost always provided a "Nevermind"-ish option, so that was less annoying).

What would the optimal approach be? Have a few NPCs have certain options only available if certain condiitions are met? That's not too different from Fallout's system. Would your idea being doing that, but doing that more than it is done yet?
 
Roshambo said:
Because you have to first know what you want to learn about or possibly suggest, then you have the apropos skill checks depending upon the topic and NPC's willingness to discuss the topic with the PC.

If you couldn't tell what speech trees were before, they are three or four dialog options that are much like a conversation. Hence you shouldn't have to wander through a number of options every dialog in order to wander through the maze to get he piece of cheese. If you want to know about a certain topic, then you should logically be able to say "Hey, tell me about this subject" and it would go into the suitable speech tree branch relevant to that topic. Remember, the point of a CRPG is that you play it, it doesn't play itself.

I admit it's annoying to cycle through speech trees to get them to tell you what your character needs to hear, but I don't think that's a fault of the dialog metaphor.

Unless your suggesting a parser where you type in the blank, it's not that hard to add in a "Tell me about" node from the get go, and have a mess of options. With a little hacking you could merely write macros for the .msgs.

In fallout2 they have "tell me about the blah blah" and it's annoying as hell, because it's totally irrelevant. I'm just saying it doesn't have to be that way.

I do happen to agree with you that I can't stand RPGs that 1)attempt to spoonfeed me / lead me along a dialog trail and 2) have very transparent or 1-dimensional quests with only one way to solve them / are enabled for only one play-style, or worse, have quests that involve moving blocks around to solve some sort of graphical puzzle which has no fictional ties to the game.

Unless you're only going to have an NPC used for a token item like "Rope NPC", it makes the speech trees pretty damn convoluted. Again, I'd suggest you actually try to tinker with this to come up with some idea how much more of a pain in the ass it is to make convoluted speech trees, or how the NPC's purpose being intrinsically tied to by the rope dialog appearing straight out from someone's ass is corny as hell.

I actually have.

I mean, ideally, different NPCs would have different things to say about each given topic (if you want to talk about corny, we can talk about the Icewind Dale series where EVERY NPC said the same damn thing about a given topic except for one "special" one) so you're still going to have to write the same amount of dialog.

The only work gain is that you'd have a handful of extra nodes per NPC that could be done in an entirely different script, but given the amount of work it is to flesh out an NPC with timed events and various states, I don't see a few extra nodes being that big in the scheme of things.

Personally, I'd rather have ALL the work go into fleshing out the NPCs so they aren't a bunch of dummies standing around waiting for you to talk to them. I just think that's cornier then having to cycle through useless dialog. I'd like to see different "subjects" based on whatever it is the NPC is doing throughout his day. You don't go up to a mechanic when he's busy and ask him about what's in the magic box over yon hill. Note you can do this in Fallout2 in the critter_p_proc by having various flags based on game time schedule and/or location. I'd rather have that and different dialog mazes than having no dialog mazes and all free NPC talk.

But maybe we have to agree to disagree on that one.
 
Ashmo said:
Rosh:
What do you think about an object-oriented speech system with common subtrees for more than one NPC? It seems like a good way to make "generic" NPCs more individual (you don't need to replace the entire tree and can just add some additional options) but not much more than that to me.

For common NPCs, it isn't too much to expect them to know the location and what is going on around it. Even then, you really don't need to script in something like that. There, a simple keyword system WOULD be a bit time-saving all-around and not require that you run through a load of speech options in order to find the item you're looking for. That is where speech trees are poor, but combined with a keyword system, it could be fleshed out into a much more logical system. So instead of getting railroaded into talking to some commoner on the street and maybe page awhile through a list of options like how literacy-challenged lust there advocates but doesn't understand that it's just as bad, you can simply say hello and ask them about a trading post or similar to figure out where to buy supplies via the "Tell me about/Let's talk about" input.

You can't have every NPC have an option for every topic (although that would be possible with the above-mentioned system) because they end up being even more repetitive than generic NPCs already are. I suppose there is no way around having specialised NPCs who only talk about certain topics, but I think the real problem is that some RPGs (especially AD&D based ones) tend to have one-option or two-option replies only as soon as you ask the NPC something in particular and you end up being overrun by useless information with no way to go back until the monologue is over (Fallout almost always provided a "Nevermind"-ish option, so that was less annoying).

The trick is that when you only have one or two people who show an option, then it becomes obvious to use the Yellow Keycard in the Yellow Door. By having the topics be logical to the person you're talking to, like Scribe Vree, then you could talk about such subjects about "mutants" and go from there into related topics. Some might need an introductory bit of speech of the person talking about it before you get to the other branches of the topic. "Mutant" would need a brief introductory bit before you went into the discussion that went into possible subjects such as "mutant sterility" or similar. Or if you asked about "mutant sterility", then there would be another introductory bit (likely with the dialog I've used as example below), with possible other related topics dealing with that subject available in a speech tree afterwards, or back to the main speech tree.

As for the avilability of the keywords, it could be just like in Wizardry 8, where putting in a keyword outside of the character's knowledge may result in some more information, but nothing really advancing yet. Such as Scribe Vree saying "How did you know I was working on that? Well...the research isn't quite complete yet, give me a while." in regards to asking directly about "mutant sterility".

Keywords could be used for NPCs as the one that "I need a way to get down the well." Then, the player could put in the word "rope" into "Tell me about...", though it could be in a more logical "Let's talk about..." phrasing to make it more clear to its use in this manner. It would still be dependent upon the skills and stats of the PC, so while the player might think of using rope, the Torr Twin might just grunt out "'ope! 'ope!"

"'ope? Yeah, I'll have hope. Thanks moron."

Then, Doofus may have to barter the rope over to the NPC and suggest the topic again (or do that to begin with), to get the idea across.

There should be no speech tree option that would be the equivalent of a BLINK tag in HTML that makes it painfully obvious that you should specifically use the item there, or even a few having similar would still be a problem. This way, it will add a bit more to the interaction depth of speech. That example just used adds a bit more puzzle-solving and the use of common sense, rather than just playing through the game on autopilot depending upon your stats. Showing initiative to solve someone's problem versus having the solution handed to you. Very good for design, in particular that point.

lust said:
I admit it's annoying to cycle through speech trees to get them to tell you what your character needs to hear, but I don't think that's a fault of the dialog metaphor.

Try in English this time. That made absolutely no sense, thank you for trying to fake the topic.

Now, if you meant the dialog system, then yes, a convoluted system where everything is done within the speech trees does tend to be more at random to get to the pertinent topics, or they will spoon-feed you the answer depending upon your skills and ability. Unless you're developing for BioWare, spoon-feeding is a fairly bad thing since it is just another part of the game that plays itself for you, becoming typical of most BioWare games where the only role-playing in the game is within the first five minutes - character creation.

Unless your suggesting a parser where you type in the blank, it's not that hard to add in a "Tell me about" node from the get go, and have a mess of options. With a little hacking you could merely write macros for the .msgs.

Again, thank you for not reading the topic. I already covered that. At length.

In fallout2 they have "tell me about the blah blah" and it's annoying as hell, because it's totally irrelevant. I'm just saying it doesn't have to be that way.

In Fallout 1, it had some use, which could be expanded upon and I pointed out how it could be expanded upon. In Fallout 2...you're trying to blow smoke up my ass because it wasn't in Fallout 2. That's your problem with discussions, you can't fake it when the topic is still here to view.

In addition, I had already pointed out the flaw in your "idea". I know how to put in topic lists into speech trees. That is entirely wasteful when you consider it could just as easily be done in another way without having to scroll or flip through the lists in the speech tree.

I do happen to agree with you that I can't stand RPGs that 1)attempt to spoonfeed me / lead me along a dialog trail and 2) have very transparent or 1-dimensional quests with only one way to solve them / are enabled for only one play-style, or worse, have quests that involve moving blocks around to solve some sort of graphical puzzle which has no fictional ties to the game.

Then why did you try to purport just that, and keep trying to fake some understanding about the topic?

Unless you're only going to have an NPC used for a token item like "Rope NPC", it makes the speech trees pretty damn convoluted. Again, I'd suggest you actually try to tinker with this to come up with some idea how much more of a pain in the ass it is to make convoluted speech trees, or how the NPC's purpose being intrinsically tied to by the rope dialog appearing straight out from someone's ass is corny as hell.

I actually have.

Let me know when you get past the "Oooooh! I can make different words appear in the game!" phase and wish to talk about real design.

I mean, ideally, different NPCs would have different things to say about each given topic (if you want to talk about corny, we can talk about the Icewind Dale series where EVERY NPC said the same damn thing about a given topic except for one "special" one) so you're still going to have to write the same amount of dialog.

That was so day-glo helmet, I'm surprised you tried to use that fallacy. Yes, I know Asswind Dale had crap for design, that doesn't surprise me nor is your use of it really relevant to the discussion nor my reply. With Common NPCs, you have the generic items like location, rumors, crap like that. They could even have a set of generic topics that you could ask them with the "Tell me about/Let's talk about" input that could be scoped regionally, socially, and still giving consideration to the PC's reputation and skills.

And get this - you don't have to write extra speech trees nor does any player have to wade through them to find the piece of cheese.

Well, there went a wasted two minutes writing that out.

(Snip irrelevant straw man argument.)

Now we get to the piéce de resistance...

I'd rather have that and different dialog mazes than having no dialog mazes and all free NPC talk.

But maybe we have to agree to disagree on that one.

I'll warn you a final time. If you're not going to bother reading this topic and the replies, then you can refrain from posting in this topic from now on. Your mouth-stuffing arguments are not too appreciated here. If you can't understand something, take a hint from someone else who doesn't have English as a mothertongue, then be intelligent and respectful enough to crack open a dictionary, and then try to figure out what the adults are talking about. Or show the maturity to ask. Or maybe just give up as you've displayed a marvelous failure of literacy, though you imply you have read the discussion and replies by merit of the Quote function.

You are not faking it too well, Comcast.

Kotario said:
Also, there are plenty of native English speakers who use worse English than you.

And more that don't even bother to try...
 
So how would one circumvent the problem of not having a "Tell me about"-ish keyword system?

Having a "Let's talk about ..." subtree would turn into spoon feeding again, wouldn't it?
 
Ashmo said:
So how would one circumvent the problem of not having a "Tell me about"-ish keyword system?

Having a "Let's talk about ..." subtree would turn into spoon feeding again, wouldn't it?

Pretty much, or have an annoying list to scroll through in the dialog selection area. It all comes down to the right tools for the right reasons. If you need to directly ask someone, then it should be available and it isn't that hard to make the speech system a bit more responsive in that manner. Simple things, like asking for "water" in The Hub, would result in most common NPCs going "Oh, yeah, the Water Merchants. Over that way. (He points towards the south.) I hope you have some money, 'cause they don't give it away." No need for scripting it into a speech tree along with other concerns, no need for annoying lists you have to scroll through in a speech tree.

Simple, effective, but as I've noted before, it shouldn't be used for everything, just to answer simple topics or access other topics the player might need to talk about to solve a problem. Going through a speech tree to get to it would and often results in spoonfeeding or annoyance at having to go through other options in order to get to what should be simple conversation.

If you're expected to take something to someone, then the speech option should be made readily available when you talk to them. However, if you need to pick someone's brains or solve a problem/quest, you might have to do some effort and figure out what topic you need to use, such as the fellow who needs a rope as described in my above post. I had to edit and add a bit more.
 
This would be very cool if it worked better than in Fallout... I liked it in Fallout, but it just wasn't useful since each NPC only had about 3 to 10 things they knew about...
 
Oh, crap... it's Rebellion... perhaps even Holyrebellion... back... gravedigging... somebody help! :shock:
 
"Tell Me About"

I had a brief look around the FO3 frum, but nothing came up.

I was just wondering if a "Tell Me About" button should be implemented in FO3. It would have the similar use as the one in FO1, but a bit more in depth.

What I mean by in depth is that you can only ask specific questions about a place/person, once your character actually knows of the place/person. Or more interactive, whereby your question/comment can lead onto a conversation where you learn of locations not known to you previously.

If anyone else has the similar idea, or wishes to expand on this, go for it... But my apologies if this topic has come up fairly recently.
 
I think there's a reason why they left it out of Fallout 2: it didn't do jack shit. It was more like 'I don't know anything about that' on endless repeat.

I think it's really hard to implement a feature like that in a successful way. It would be neat if you could have conversations like these, but that would probably require years of programming for what? A nice extra, but not really necessary feature?

Extra dialogue seems like a better choice to me. And more dialogue that only becomes accessible when you have certain stats, skills, perks, completed certain quests, have this or that gender and so on. I especially liked the better hidden dialogue options in the Fallout games, like the one with Renesco when you give him glasses and ask him a couple of times whether he's glad with them, until he feels kinda bad about you being so nice and all, and he'll give you a goodie. That was mpaybe a little too well hidden, but you get the idea.

And yes: I think there have been threads about the Tell me about-option, but I'm not sure they were posted in the FO3 forum.
 
Yep, there have been threads about this previously, so I'm merging this.
 
Extra dialogue seems like a better choice to me. And more dialogue that only becomes accessible when you have certain stats, skills, perks, completed certain quests, have this or that gender and so on.

Definetly a better option. The extra dialogue adds depth that cannot be attained through the tell me about button, which IMO was a good idea, but didn't work properly.

I especially liked the better hidden dialogue options in the Fallout games, like the one with Renesco when you give him glasses and ask him a couple of times whether he's glad with them, until he feels kinda bad about you being so nice and all, and he'll give you a goodie. That was mpaybe a little too well hidden, but you get the idea.

Hehe, yeah that was good when you eventually get that to work, but it was just to annoying at times.
 
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