aronsearle said:
I was going to post in the comments section about how daft/stupid/ignorant it was to say "because nothing screams “I’m afraid of evolving” like turn-based fights."
But then i read the kind of people that where leaving comments, and saw how pointless it would be.
Yeah. There's a big difference between insulting the style of gameplay, and simply saying, "I don't like this style of gameplay. I'd rather do all the actual shooting, etc.. myself."
About dialogue. Which would be more interesting in a game engine with limited dialogue features?
A. The short options during dialogue.
B. You define your character at the start of the game, and after that point, all of their decisions are made automatically based on the personality you gave them.
I kinda like B, because you could essentially make a basic good guy, bad guy, or even a completely chaotic person who'd make completely random decisions. Kinda like the system used to generate your MERC in Jagged Alliance 2, except it would define your character's actual personality rather than their skills and combat expertise.
Also, you couldn't save at the end and choose option A, reload, and then do option B, C, D, etc.. I hate end-game options. I've always felt the end game should be based on every choice you've made throughout the game.
Of course there's nothing to prevent the player from making a good guy and then having them randomly shoot civilians. This could possibly shut off certain quests that would normally allow you to finish the game, but then again, what kind of psycho would be interested in also finishing the main quest? I doubt an evil person would be interested in saving the world from Super Mutants, the Enclave, or finding Dad.