shihonage said:Tim Cain is very politics-aware and doesn't like to upset people, as we can see from statements like these:Brother None said:shihonage said:When Brian Fargo came on the team, Tim Cain quit Fallout 2 development because of creative disagreements.
Whatnow to the whoozies?
(...)
As you can see from these words, and many other things he said I'm not going to quote here, Fallout 1 distinctly feels like Tim Cain's baby, and when he left, the magic was gone, too.
shihonage said:You need to take a serious look at the definition of strawman.
It works like this:
"When did you stop beating your wife?"
"I was never married and I'm paralyzed!"
"STOP DODGING THE POINT!"
The problem is in the answers your PC can make, there are mostly very boring, blank and humorless.
Per said:shihonage said:You need to take a serious look at the definition of strawman.
It works like this:
"When did you stop beating your wife?"
"I was never married and I'm paralyzed!"
"STOP DODGING THE POINT!"
Actually, that's a loaded question.
Lexx said:The problem is in the answers your PC can make, there are mostly very boring, blank and humorless.
Which is kind of how Obsidian wanted it, as stated by Josh long time ago. They don't want to force any kind of emotional tone on your character, as it would limit the roleplaying value / it eats up your imagination.
It's not a lack of good writers, but design decision.
Lexx said:If you want the game to be coherent, you then would need a lot happy, sad, angry, neutral sentences in like every node of a dialog. Yeah, have fun writing all that and not fucking up the dialogtree.
I strongly disagree, they are very neutral, they have absolutely not style and almost no tone.Walpknut said:The Dialogue in New Vegas that has character is the one that has an specific effect, Skillchecks, perk dialogue, taunts and delivery of uncovered information. The only blanks slate dialogue was the one that just asks basic Information and accepts quests. That's a good use of the dialogue system.
As i said Baldur for example did not have colorless dialogues option without being as extreme as Fallout.Lexx said:Well, I never said that.
Just pointing out that what you want is not without problems.
Remember the cathedral in Fo1. The dialogues in the whole location have a very aggressive tone. Everything is point at you kicking the shit out of everyone there. Even if you know nothing about the Master or his mutant army. It's a obvious design flaw.
Lexx said:Well, I never said that.
Just pointing out that what you want is not without problems.
Remember the cathedral in Fo1. The dialogues in the whole location have a very aggressive tone. Everything is point at you kicking the shit out of everyone there. Even if you know nothing about the Master or his mutant army. It's a obvious design flaw.
Sobboth said:I strongly disagree, they are very neutral, they have absolutely not style and almost no tone.Walpknut said:The Dialogue in New Vegas that has character is the one that has an specific effect, Skillchecks, perk dialogue, taunts and delivery of uncovered information. The only blanks slate dialogue was the one that just asks basic Information and accepts quests. That's a good use of the dialogue system.
Damn as i said i can understand that some people like it better this way but it's hypocrite to deny it.
You should really replay Fallout 1/2 the difference is obvious.
Walpknut said:I sometimes got annoyed in FO2 because a lot of the time the only way of going through certain dialogue lines was to choose very goofy or overly agressive lines of dialogue without an alternative and forced you to break character just to advance, which defeats the point of role playing.
shihonage said:Balance is hard to find, and apparently FO:NV designers opted for what they saw as the safest path. The unfortunate result of course, is blandness.
I gotta say I would probably prefer blandness to being forced to select from constant bipolar derp, but neither is optimal.
Ilosar said:It's not like the first two games had the PC delivering hours-end, passionate monologues either.
Most responses were also terse and brief
save for the more important ones (IE skill checks)
and some flavor text which half the time were wacky references.
So I don't see what's the big problem here, and unless you want a Mass Effect/DA2 style dialog which has set tones in every conversation I fail to see what could satisfy.