What's your opinion about keyword dialog system?

woo1108

Vault Senior Citizen
There's lots of argues about keyword dialog system which apply at wasteland 2. IMO it's good system to gain lots of informations from NPCs.
 
the concept is too broad and ambiguous to answer that easily. it entirely depends on the context in which it's used and how it's utilized.

if this is only gonna be about keywords in Wasteland 2, why not just keep the discussion in that thread?
 
Crni said it best. Something to the effect: Doesn't matter as long as the writing is good.
 
aenemic said:
the concept is too broad and ambiguous to answer that easily. it entirely depends on the context in which it's used and how it's utilized.

if this is only gonna be about keywords in Wasteland 2, why not just keep the discussion in that thread?
because there's lots of game which uses KW system. we can discuss about other games KW system not only wasteland2's system.

For example morrowind, wizardry( I only played 8 though), trilby's note and etc.
 
woo1108 said:
aenemic said:
the concept is too broad and ambiguous to answer that easily. it entirely depends on the context in which it's used and how it's utilized.

if this is only gonna be about keywords in Wasteland 2, why not just keep the discussion in that thread?
because there's lots of game which uses KW system. we can discuss about other games KW system not only wasteland2's system.

For example morrowind, wizardry( I only played 8 though), trilby's note and etc.

yeah, but I mean, what more is there to discuss? it was alright in Morrowind - it did what is was supposed to, and the dialogue system let them save lots on voice acting. the writing was still good. it sucked in Oblivion because there was barely a dialogue system to begin with. Skyrim switched to full sentences and dialogue trees, but it sucked because of horrible writing.

unless someone actually HATES single words with a passion, and much prefers several words in succession, I can't see this discussion ending anywhere else than "it's all in the writing, in corelation to what type of game it is".
 
I really enjoy the back and forth that can come with well written dialog options. I also like the clever ways in which the dialog choices themselves can communicate information to the player.

So I guess I favor full responses, although I'm not going to lose any sleep over the use of keywords.
 
Not my thing. I'd like my character to be capable of forming complete sentences instead of one-word grunts.
 
shihonage said:
Not my thing. I'd like my character to be capable of forming complete sentences instead of one-word grunts.

This.

I hated that system in Morrowind and in the brief time I played the original Wasteland. No matte how good the writing is, it feels detached, as if I would browse through a Wiki instead of playing a game. In Jagged Alliance 2 it was ok since it wasn't supposed to be some "oldschool RPG" and was mostly there for the flavour.

It's a lazy copout imo. "Writing full fledged sentences and dialogue trees with answers the PC can give which are creative was too hard, so we just scrapped that lol"
 
Wasteland, Wizardry 8... Party-based RPGs aren't generally heavy on dialogues. I have no problem with the keyword-based system. Especially in a series that never had a proper dialogue system in the first place.
 
Dito.


Other than that, Morrowind is wiki-style "dialog" and not keyword-style. Oblivion has a keyword-system, but as Bethesda sucks at writing dialog, it obviously turned out to be shitty... as does the written out sentencs in Skyrim suck. So bad writing isn't depending on the used dialog system.

I personally really couldn't care less about what Wasteland 2 is using- After all, Wasteland 2 isn't Fallout. If the next Fallout game would be using a keyword-system, then I would be not happy about it. Other than that... nope.

Besides, I feel like a party-based rpg is just better off with the keyword-system. You don't have one main character who is doing the talking, anyone in the group can do it- and if then the dialog options are always the same, it makes the characters feel the same. They all talk the same, they apparently think the same, etc. etc.
 
I agree with Lexx basically, but a well-written dialog tree could be based on which characters are in the party ... meaning that certain lines would only be available when a particular character is present; then that character could be the one speaking that particular line. Most dialog is pretty generic, anyway, being situation-dependent instead of character-dependent, so it wouldn't seem to matter so much which character is speaking for the party. But some clever per-character conditional tweaking of dialog trees and grammar / speech "color" could still give the variation that could address Lexx's concerns.

-m
 
<iframe width="420" height="315" src="http://www.youtube.com/embed/jD1-qMdUNLE" frameborder="0"></iframe>

This is what im talking about. Its ok, hands down.
 
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