i really liked how in fallout 1 you can ONLY talk the master down if you have gathered the necessary information. just rising some arbitrary stat is the wrong way to go. it has to be improved and expanded.
@@CnutLongsword And then you feel like grinding to have better speech stat so that yo can do that quest in a certain way. It breaks the immersion which is the complete opposite of what talking through the quest games set out to do.
Not to say having stats when talking your way through things is bas, they should just function more like they do in combat. When fighting, the better your stats are and the more likely you are to succeed. Diplomacy could work similar to this with higher stats meaning choices are more forgiving, but even with lower stats its still possible to work your way through
@@reddragon3132 stats also matter in fallout 1 as far as i remember. i am not sure if you can convince the master if you have all the info but low stats. pretty sure there is a skill checkl
@@daucudalta4360 You could argue that's the same though as dying and retrying a fight in a way. Ultimately though if people want to save scum then they can. I don't think people abusing good mechanic through save scumming should mean it should be removed
@@jacobstaten2366 Don't you mean "out of" doing that? The way it's phrased right now makes you look like a bit of a sociopath, which I'm sure was not your intention.
@@runefaustblack "that" in this case being surrender or amiability, but the misunderstanding is hilarious. The only game I can think of that allows you to talk another character the wrong way off the ledge is the Fallout series and the Syndicate game that Richard K. Morgan wrote the story for. All of his characters are sociopaths.
@@jacobstaten2366 KOTOR 2 One of the Force persuade options lets you do that, and the guy responds "Jump off cliff, is good idea, get to ground faster that way"
The biggest problem I have with dialogue based games is that they are often just a series of questions with multiple choice. It's literally just taking an exam. The player can't plan ahead, they can only react to the NPC one question at a time. Only Ace Attorney and L.A Noir really engages me in that, I have to pick up information, chooses what questions to ask. It's much more pro-active, giving the player a sense of control. Only then, a player feels like they are playing a game instead of being played by the game.
Play danganronpa! It's an amazing series of games, and so far, they're the games that have given me the most engaging gameplay out of dialogue, even more than AA or LAN.
I 100% agree with your assessment, but not you example (I haven't played _Noir_ so I can't talk there). _Ace Attourny_ only ever has one successful path, so it's even more of an exam than others, just with more choices.
I do have a grudge on LA Noire, specifically the lie vs doubt choice. If you choose doubt and there's really *no evidence* in the investigation scene, the interviewee will *admit* his/her lie. On the other hand, if there *is* evidence on the scene, he/she will make fun of you and bluff his/her way out. I mean, I don't know, shouldn't you be way less confident about your bluffing if the evidence is actually present near you?
Katana:Zero handles the timed choices with a (in my opinion) great innovation : If you choose your sentence fast enough, you'll interrupt your interlocutor, giving you a great way of expressing the anger of your character. If you choose within the time window, you'll talk normally. Oxenfree do something similar if you didn't respond in time : Your character just don't talk. And the characters around reacts as expected when someone don't talk.
Oxenfree's silent option only works in fragments, though. Watching a complete silent play through of it just breaks the fourth wall and make you realize how much the game is steering you towards its desired direction.
Katana Zero just has really great conversation segments in general, and while the choices you make don't affect the overall plot, they do greatly affect how much information you receive and how you interact with characters in the future. My favorite example is the receptionist character, who you first meet at the very beginning of the second level. It's a pretty simple setup: You need to get into a hotel to kill your target, and the receptionist takes note of your outfit, commenting that it's very interesting. This encounter can go one of three ways: - You insult her, which causes her to get angry and tell you to get out of her sight. - You tell her you're in cosplay which reveals that she's a massive weeb. You bluff your way through it and make up a character and anime name. - You tell her your outfit's just a bathrobe, and that your sword is a family heirloom. You bathe with it because you like to keep it safe. Now, this would be a cute little segment on its own, but the game takes it a step further. You leave the hotel at the end of the level, but you're stopped by a cop talking to the receptionist. This can go one of two ways: - If you insulted her, she immediately said you're the killer and runs away. You kill the two cops in the room, and then you're informed that the receptionist had to be killed and are reprimanded for not being discrete enough. - If you went down the cosplay or family heirloom route, though, you can tell this story to the cop that questions you and the receptionist will back you up, allowing you to get through discretely and without a fight. This is called back to later on, at the very beginning of one of the final levels. I'm not gonna go down everything that can happen there, but it contains my favorite interaction in the entire game.
Katana's zero is a great game, but the dialogues tree is probably the worst part. What you answer doesn't matter and it has no consequences over the story or any interaction (except the LAST interaction with ONE character) and tbh, the "interrupting" mechaninc is pretty cute, but because of my first point, it rarely feels like you actually interrupted someone, characters just answer you normally, it feels more like you just skip their dialogues (as an outside-of-game fastforward) The only part where the dialogue tree makes sense, is when you have to replay a dialogue over and over until you have enough information to get yourself out of your situation, and in those scene, the game's great writting really shines, it's too the other dialogue "choices" are mostly shallow
This doesn't even offend me. Its true af. Just look at many gaming communities, especially the multiplayer ones. You can't tell me that at least 60% of those toxic piglets know what a social skill even IS. Example: League of legends, 5 ppl team up against 5 ppl and try to be a team even though they fucking hate each other from the beginning. Some of them spend more time in the chat telling you how garbage you are and that they want to fuck your mom than actually playing the game. And if your game has a voice chat, maybe 2 people (mostly the 10yo who demand that you give them all they want or they will troll and scream) are using it because the rest of them seems afraid of communication.
That flew over your head or are you pretending . Just so that you can say that your meta joke flew over my head. Or did you post your comment hoping that it will be interpreted as a joke while the joke of the original wooshed over your head.
I feel like people don't give gamers enough credit for being able to understand nuance and subtext. And this may lead to a sort of spiral where the ability to understand things like this atrophies a bit if someone spends a lot of time playing games, because too many developers assume gamers won't "get it", thus causing further atrophy of this skill. In my experience the vast majority of players understand subtlety and subtext just as much as consumers of any other kind of art form. It's just a matter of developers respecting them enough to put that kind of material in front of them.
The problem is that dialogue almost always ends up as basically a trial-and-error system where you have to pick the exact option that the developers intended you to pick, or fail. You have to navigate the tree to find the one path through all the options to get to the win condition. I think it's more interesting when each of the options are viable for a different reason and lead to a different outcome that you might want to choose, rather than just having right and wrong answers.
There's a company called Choice Of Games who make a series of text based choice games. Something I love about their games is that there is nearly always multiple solutions to every problem. I replayed Choice Of Robots countless times just to explore all the different solutions to the problems you're faced with and see all the different endings.
Yeah, that's where the abstract systems work better. Even though they are arguably too similar to 'combat' to stand out. If your 'opponent' has 40 'argument points' and you have 50, and each statement you make can have varying kinds of positive or negative effects... Then you don't run into the situation that it becomes a multiple choice thing. Perhaps a hybrid system makes more sense? Have underlying turn based RPG based mechanics, but have dialogue choices as 'attacks' based on how well you read the person's current state, what your goals are, and what information you know about them. (eg, have person-specific 'conversation options' similar to how you have items in an RPG.) That way you get some of the effects of a well written dialogue tree, but you can still 'win' a conversation even if you make a bunch of wrong choices, and it's not a multiple choice quizz. (better answers simply represent stronger 'attacks'). Maybe have multiple pools of 'hp' equivalents for the character you're talking to that represent different things, and the outcome (or outcomes) depend on which of these pools you managed to take down. For instance, they become infatuated with you if you use a lot of 'attacks' that have romantic implications, but if you just want them to let you through a door that might be based on a different pool... And perhaps certain possible 'attacks' target multiple things. This, essentially is a hybrid between the fixed dialogue tree and the mechanics based solution... I don't know. Depends on your goals I guess....
You could argue that any gameplay is like that - trial and error. Combat is the same, no? Failed? Learn the AI, check your strat and try again doing it differently.
@@FortisConscius You could, but combat tends to be much more analogue. You can win or die, sure, but you can generally use more or less ammo, take more or less damage, use different tools or weapons, etc. - there's a huge variety in combat, both in what actions you can take, and in what the exact outcome will be.
Disco Elysian is a great example of dialogue being used as a fundamental mechanic instead of shooting and skill checks causing damage to health or morale even without physical damage
Toolkit selects an action. Toolkit select the *Joke* option. *[Joke 20]* Became a silver-tounged diplomat that use words. Not SWORDS. *[ Joke attempt failed, not enough pun or sense of humor level ]*
@@triisart1721 You choose to [Retry]. Toolkit choose an different approach. Toolkit selects an action. Toolkit opens the Dialogue Option bar. *[Joke]* Level 20 = Make terrible jokes or puns that usually not funny. *[Wisdom]* Level 99 = Use your knowledge about game's mechanics. *[Charisma]* Level 90 = Similar to Widsom. However, using your deep accent can bring attention to the target. *[Back Off]*
Agreed. Disco Elysium is a masterpiece when it comes to dialogue trees and options. Probably some of the most well written and greatly executed I've seen in a very long time. I can only think of the original Fallout 1 and 2 that were executed so masterfully.
I expect he'll make a video on it at some point. It's got enough cool features and innovative ideas to warrant a spotlight of its own. I mean, if he can make a video furiously masturbating to Celeste for things done before and better in Super Meat Boy, then I'd wager a return to the topic of dialogue for a game as great as Disco Elysium isn't out of the question. *sorry Mark I still love you don't kill me*
While I loved the game, this still wouldn't really apply. What Disco Elysium did was moreso make talking fun and shooting not fun, because you don't actually get to shoot anybody yourself. Not that I disagree with that approsch, but if I could shoot people manually with good controls it wouldn't really work
Yes, and as noted before somewhere else, disco elysium even have a boss encounter in form of characters having a conversation. However, mthe problem with disco elysium is that you're playing as Sherlock Holmes equivalent, a character with a vert specific type of psyche and intellect capability, you cannot have such meticulous inner thoughts and dialogue system for other more average type characters. It is also obvious that such system is very hard to achieve if you have bigger scope and more characters... Disco elysium itself also suffers from the certain babbles from that inner thought system, the game is too on the nose about ideologies that is just cannot connect with wider audiences, and not only that but also too much. At some point I lost interest in many of the ideology infused texts that served no purpose to the actual story.
Ask npc to end his plans for world domination and surrender [skillcheck: speech, minimum 15] [skillcheck: player has speech 12, skill check not succesful] NPC: "no". Kill couple of rats to gain some levels and come back Ask npc to end his plans for world domination and surrender [skillcheck: speech, minimum 15] [skillcheck: player has speech 15, skill check succesful] NPC: "yes "
NPC: "You know I wasn't completely sold the first time, but there is just something about you now that screams abandon all my plans. You have really brought me around." Player Char: "Phew. Can't believe that worked" NPC: "Hey, you didn't need to buy a giant fleet of interstellar warships did you?"
Well, grinding is a problem inherent to all games that allow to levelup through it. I see little difference in killing 20 rats to speak better opposed to killing 20 rats in order to lift more weight.
Another part of this is making sure the game fulfills the fantasy of being a smooth talking charmer, or debate god, or high-stakes lawyer. This does kind of boil down to the animation, writing, and voice acting, but it is a thing to consider; just like shooting wants to make you feel like an action hero, our dialogue choices should make us feel like we have a silver tongue. I actually felt Deus Ex: Human Revolution handled this well at a couple points (minor spoilers ahead). There's a point late in the game where you can confront a character about something, and you have the option to just ignore the sneaking and just walk into the conference he's holding and have a shouting match with him in front of a live audience. The camera constantly pans forward whenever you're doing well, as Jensen actually gets in his face and slowly advances on him, letting you know you're really putting the screws on this guy on live TV. It felt every bit as climactic as a gunfight (in a sort of soap opera drama way).
It also depends on what kind of game it is. A well fleshed out investigative and dialogue system is not appropriate for all games because it starts taking away for the main reason you play the game. Every game has a limited amount of resources and so they choose a core loop to focus on and develop things in service of. Dues Ex is a good example here, they gave you a good bit of extra conversation depth without bogging down the game. If Dues Ex had implemented what was suggested it would be a ton of extra resources used in service of a small % of players AND it would actually begin taking away from the core reason people play that game. LA Noire is a good game for it. Neverwinter Nights 2 is also a good game for it as playing through as a min/maxed charisma bard focused on conversation skills and performance provides you the same sort of power fantasy as the rest of the game and was actually done really well. Red Dead Redemption 2 is a good game for it though that game shows some rough spots when it doesn't work and breaks the magic.
How about up the ante even more: cult leader. They're the ultimate charmer+bluffer (and terrible human being, but we're usually a genocidal maniac in video games anyway). And of course it's not just about what you say in that one interaction per person. It's about continuous interactions, choosing the right clothing, the right settings, the right posse, establishing the rules, etc. Though the game style can't be realistic, as I think it would be just too creepy to play. Maybe a cult of cartoon monsters.
@@iruns1246 You could totally do a cult leader game if you framed it correctly. Say instead of a cult you made someone a demon lord and they were trying to keep together their moronic minions long enough to crush the humans. You could inject a ton of humor and over the top nonsense while still having at the core everything you say. Kind of like how Command and Conquer got away with how much it did. You just have to build several degrees of separation between reality and the game world. Especially if players get to choose the good/evil nature of how they play. I mean look at Rimworld and Sterllaris. Both of those games let you do all sorts of horrible things but it's abstracted enough and left to player choice so nobody cares.
@@Ralathar44 Agreed. Hope someone actually make that game. As an awkward introvert, that sounds like as strong a power fantasy as playing games as super heroes :)
I also love how Life Is Strange pushes this moment by disabling your time turning powers. Its the first real "life or death"-situation and its that much more real, because you only have one attempt, while the first 2 episodes up until this point have been mainly about learning to use this ability.
While I do agree that it's great, it kinda messes with the continuity of the game since it was clear that Max can go back any time and as far as she wants. It makes no sense how she can't redo that moment regardless of its impact emotionally.
@@MegaTech81 there's a lot of things that messes with continuity, like how in episode 1 you can choose to either help Kate out from getting harrassed by Chloe's stepfather, or take pictorial evidence of the harrassment; if you rewind after taking the picture, the picture is essentially erased, despite episode 2 (at least I think it was episode 2?) allowing you to take objects with you across time and space. What it ultimately boils down to is where you allow your suspension of disbelief, as it is ultimately a story in 5 parts written and tweaked as necessary - there's bound to be a plothole here and there, both small and big.
@@taliyeth Not remembering your time travelling character can take objects with them or not isn't "bound to be a plothole or two" It's plot convenience, the best writers don't forget such a major detail about their main character. One would need to be a total blue who's read far too few stories in their lifetimes to respect something that shows as little care to your details as this. I can presume the story is formed around just creating as much hubris and dramatic scenarios as possible and think that that's "engaging".
Human Revolution's interactions are incredible and one of my favorite parts of the game. I would never have thought that when negotiating a hostage situation, one of the most effective ways to get a terrorist on your side is to just call him an idiot. It actually changed the way I look at dialogue in games. You're not superficially charming him, you're talking in a way he understands. You're empathizing with him. (It was especially notable because I played Mass Effect not long before, and I was continually frustrated that Shepard's dialogue would often be totally different from what the option made it look like he was going to say.)
Human Revolution is one of my favorites and the best ways negotiations are done. it's not some RPG mechanic that requires the right moral point or stat check, it requires you to think about how you're gonna convince the other guy. Mankind Divided perfects it by giving more to it, and the writing too.
I remember when I got to a point in vampire the masquerade bloodlines where I had to deal with this gargoyle but I didn't have enough persuade points for the option to pop up but the options I was allowed to chose did let me convince them to back down, I had to figure out what was the best option but I manage to figure it out. Something similar happened with fallout 1. you can get a document that proves the master's plan has a fatal flaw but you can also convince him to find out about the flaw. By the way I'm Autistic and I think these sorts of things could be great for helping us learn about social skills (I managed to pick up some after many years of observing media closely so I have some experience with this.)
11:10 I feel that social interactions in games are a safe space to learn those interactions, as actions have no real-life consequences. You can learn real life skills from video games, and especially multiplayer games with high communication content were immensely helpful for me to learn social and language skills (as the stressful non-verbal part is removed in that context and the communication is outcome/task focused, which helps immensely). I've learned as much about social interactions from games as from etiquette and communication books, or on learning about social behaviour from movies or series. This is always a double-edged sword, though, as it's difficult to ascertain if the interactions especially of single player games are realistic and thus helpful in real life. (High-functioning Aspergers, here. Basically just socially inept, very introverted/focused on a core group and seen as eccentric by most, but nothing debilitating. YMMV on a person per person basis, though).
huh, that explains why i pretty much only play online multiplayer games. I'm on the spectrum too and find people very threatening but socializing online in games was always so much more comfortable
@@kevinbissinger - this is an old comment now, but this is a really interesting perspective on this. i really, really hate using my real voice in online games. character voice commands? those are great - those have a sort broad scope of interpretation among players (eg: consider how the "thanks" voice command in Team Fortress 2 can be both genuinely supportive or incredibly sarcastic depending on circumstance alone). text chat is worse for me, but not terrible - at least in text i dont have to fight with my voice giving the wrong inflection and accidentally coming across like a dick. but if i have to use my real actual voice? i fall apart. i struggle with keeping the correct tone in my voice, especially for short interjections, and doubly especially if i cant also use my face or body language to support my meaning. real life interactions have that, where as games limit me to whatever animation i can force my character to do (few of which are appropriate for actually conveying tone). this is somewhat inspiring me to consider a game where you play as an autistic character and have to navigate conversations, but done in such a way that even an allistic player will likely encounter the same social faux pas that an autistic person might experience - and no, i dont mean confusingly labelled "say something nice" options that are actually just flirting that takes you straight into a saucy scene with no confirmation. i'm not sure how it could be pulled off, but its definitely an interesting idea to explore.
Was about to comment on the challenges people with autism might face when needing to read faces or social queues but then you mentioned it. That's a part of why I really like your videos, you don't just talk about the games themselves, but also about the wide variety of people that play them :)
I'd argue in the case of autism, attempting to make the dialogue simpler is actually a very, very bad idea. (Assuming it isn't a difficulty setting or the like) Roleplay is one of the most common techniques to help kids with autism cope with the real world, having roleplay in a game with -sort of but not really- real consequences is a major help. Adding some sort of feature to make it more accessible is *not* like adding a color blind mode. So I'm strongly opposed to trying to add an accessibility feature around dialogue for people who normally struggle with social queues. The intent, presumably, behind adding such a feature is to help someone. Specifically in the case of autism, it does the opposite. The problem most people have with autism is not picking up on the social queues, not because they aren't observant, but because they often aren't even aware that is something they should do. So I would argue a simpler, more traditional dialogue system can actually harm people with autism.
As an autistic, I don't completely disagree with a social disability option in games, but I think it would be best with some kind of "are you sure?" dialogue, there are some people with social disabilities that are incapable of reaching higher levels of capability. But In general, I think games based on social interaction would be a great tool for teaching less socially inclined Autistics that are capable of improving since it provides a safe environment to fail in. Many of us struggle with anxiety that makes things with "normal" stakes into much larger stakes in our heads. Many of us are drawn to games because the stakes are much lower unless we want them higher.
@@SirSpence99 I don't think games should really have the obligation to be "helpful" for people with ASD. It's certainly good for games that serve that purpose to exist, but it's also perfectly fine for a game to not be trying to serve as a sort of therapy but instead to just be a fun thing that can be enjoyed leisurely. So I think it's fine if a game has an option to turn dialogue encounters from a test of picking up on social cues to one based more on linear reasoning, that isn't at all a bad thing since the goal would be to essentially make the encounter as accessible to players with autism as they'd likely be to neurotypical ones.
@@SirSpence99 From what I've read, it is common for people within the spectrum to become skillful in reading faces or social cues, although from a different perspective from neurotypicals: instead of relying on intuition like most people, people in the spectrum tend to rely more on logical thinking and interpret those expressions more like a puzzle - which does take a bit more time and effort than relying on intuition - and it can become quite exhausting in social gatherings. But at least when it comes to characters in movies or games, where there is less pressure and you only have to focus on a screen instead of having stimuli coming from all directions, it doesn't seem to be a problem for a lot of people. (if nothing else, as you said, it seems to be a safe playground for people in the spectrum) If anyone with more experience in this matter is willing to share it, I would appreciate it.
5:33 "It's been two years since that kid died, when are you gonna let me off the hook? Yeah, I took his life, he was a threat, and you knew it, so don't come here acting all high and mighty!" Mark Brown: *That's super cool*
Additionally, I think it would be cool if instead of using dialogue to skip gameplay or game events, perhaps we could talk our way INTO gameplay, such as convincing a faction leader into letting you participate in an important mission or unlocking some side quest that would be otherwise inaccessible to you.
It would also be very interesting in terms of choosing routes, like I generally try to stay on everyone's good side but not choose *A* side too early the first time I play that kind of RPG; maybe unlocking faction-specific options could be something you can only get by going full-bore for that faction in nearly every encounter rather than playing the middle. I think that could be balanced to encourage a lot of replay going different routes.
I had an interesting but awesome expierience replaying deus ex: human revolution that I thought I'd share. For starters, it's important to know that I have played and beaten deus ex once before as a nonlethal/kind type of character. I don't like pushing NPC's buttons as it's not in my nature or personality to wanna see them react negatively. My second time around I went for a more roleplaying approach as tried out a lethal or nonlethal depending on the situation asshole of a detective type character. When I got to the police station I was convinced that the only way to TALK your way through the guard was to reassure him of what he did and he in return would let you through. Despite believing that I went ahead and went full boar aggressive against him. He of course responded very negatively, very angry at first. But some more pushing and he broke, he felt worse than he may have had before and simply let me through because of feeling defeated. This comepletely blew me away but it felt incredible to see how the world (more specifically a certain NPC) reacted to the way I chose to play my character. Still one of my all time favorite role playing video game expieriences. Thanks for reading.
I'm playing Mankind Divided for the first time and I'm constantly blown away by the many routes one situation can be approached and dealt with. Probably, one of the most underrated series out there.
To anyone who is curious, the social boss battles in Human Revolution are PERFECTION without that augment. I would try so hard to get a read on people, think about their what they've said or done previously, and when you are successful in the end, it feels so satisfying. I highly recommend playing the game without that augment.
I actually don't remember anyone doing that last idea, starting with single-person tutorial chats but quickly moving to more complicated multi-person conversation scenarios where you're not just considering the person you're talking to but also who else is present and if they will interrupt, if you can draw them into the conversation, or if they change their opinion about you just by being there listening. Just making sure that a certain "combo" of people are present when you make a diplomatic attempt could be its own mini-game.
I like the way The Council tried to implement RPG elements in an all narrative gameplay experience. It ends up being Life is Strange but you have a skill tree and consumables, and I think it turned out interesting enough on the speech challenges.
I always get a great sense of satisfaction when I can talk my way out of things instead of using fists and guns. There's something about defeating a foe with your mind and words alone that's so gratifying.
You've talked about how dialogue options let you skip gameplay, but often shooting someone in the head lets you skip dialogue. So it can become a matter of what the player is interested in, and whether the designers put enough cool stuff in the dialogue, or indeed in the combat, to make it worth not skipping either of them. That choice of skipping one or the other is really valuable when as a player you want to do both, because at that point it is an actual choice between two actual valuable options. When faced by that kind of choice you can really properly lean into the character you are playing and let that guide your decisions, but those decisions have to have weight behind them, they have to build towards a complex whole greater than the sum of its parts, otherwise they'll fall flat. I find that I've played so many combat based games that I'll often take any chance I see to skip a fight, but in a roleplaying game I dont want to make that kind of choice because of who I personally am and what I personally like. In an rpg I want to make those decisions based on who I'm trying to play as, but shallow systems like that fallout nv 'skillcheck to skip the fight' dont encourage that mindset. Likewise systems that drop the ball on keeping combat engaging dont leave me with the kind of choice I want to face. It cant just be an all or nothing approach, and just having actions add points to the 'good' ending vs the 'bad' ending, and maybe there's a 'neutral' ending too (how exciting... not), that doesn't give me the kind of control over who my character is and their position in the world that I want to see. I can get that experience out of a ttrpg with a living, breathing, thinking dm running the world, but videogames seem to have a ways to go yet. So many of these hundred million dollar productions are barely dipping their toes into an ocean of interactivity.
@@StevXtreme Well for the most part, you can't. When a conversation happens in most games, it's either with an ally, so you shouldn't shoot them, or a cutscene, where you can't shoot, or a dialogue tree, where again, you can't shoot. I can definitely imagine that given the option between diplomacy and combat, someone might pick combat, much in the same way that a lot of people choose combat over stealth segments.
Obsidian's Tyranny has some really great interactions and diplomacy. Getting a band of rebels to run away without a fight or surrender their leader is extremely satisfying when it's not down to stats or rolls but just choosing the right thing to say and having done the right things in the past.
You know what makes entertaining dialogue options? Good writing. There was generally more parity between writing and combat in a lot of older RPGs. Compare the first two Fallouts to New Vegas. More dialogue and less combat (because they were role-playing games, not shooters). Also, the game didn't tell you which options were from skill checks, and those options were more often a way to access additional content rather than just bypass the fight immediately in front of you. The end result was that using a high speech character gave you additional options for role-playing without just acting as a skip button. And, they were entertaining to read. I loved New Vegas, and I think it's a well-written game; but Obsidian inherited a set of high level design decisions that were bound to result in a game where a player views the combat as the game itself, and the dialogue as what happens between the game.
New Vegas has more lines of dialogue...and I spent more of my time in combat when playing Fallout and Fallout 2, which bugged me...mileage varies, as you take off those rose tinted glasses.
@@nathanlevesque7812 Mileage varies dependent on play style, certainly. But I'm thinking of a number of specific instances of dialogue that run counter to the video's estimation of what skill checks are about. And I don't just mean the overall quantity of combat vs. dialogue, but also their relative importance in the player's perception. The video suggests that some dialogue results in skipping 'gameplay'. That only makes sense if dialogue is not considered gameplay. I don't blame him for viewing it that way, because the game's design suggests it. But personally, in older or recent playthroughs, I have just as much fun with the dialogue in Fallout 2 as with the combat encounters. So why does it matter if one is systematized, and the other is pre-written? In other words, if the dialogue is fun to begin with, it's not necessarily a problem to be fixed.
I should elaborate on my problems with the dialogue in New Vegas, which I think are causing the issues mentioned in the video. Only focusing on it because it's actually a good game. There are a few things that I don't like: 1. The game shows you which skill gives you a dialogue option and what skill level you unlocked it at. I understand why this is done, but something is lost in the process. 2. Some options you can't choose are still shown, letting you know what you need to pick them. 3. Options you haven't chosen yet are highlighted, ones you have are greyed out. IMO, the net result of all of these is that the developers are funneled towards writing more formulaic dialogues [e.g. this is the skill check option, this is the character background, this is the info dump on the setting, etc] instead of something more dynamic or unpredictable. Meanwhile, they're encouraging players to game the system instead of treating it like a real conversation. You invest in the skills you need, you mine out each conversation till it's done, etc. The problem is the system being gamed isn't fun. GMT is postulating ways to make the system more engaging, which is good. But I'm saying that an alternative is to write it in such a way that players don't want to treat it like a system. Keep certain information hidden, and allow for writing that can surprise players. Throw in skill checks that exist for their own sake. Not saying New Vegas doesn't do any of this, but I think over time game devs have figured out efficient codified work flows that tend to lead toward more formulaic writing. I'm guessing a lot of early RPGs had the advantage of both smaller dev teams and a lack of set standards in how a conversation should be written. If a good writer's free to write a natural dialogue that doesn't need to follow a set formula (like that blasted conversation wheel), the result is more likely to be interesting. And it doesn't need to feel like a game to be good.
@@jabberw0k812 The first Fallout's Final Boss encounter is special to me. I accidentally got myself caught very early on and got brought in front of the Master. (Something that was very good to me, since I was either talking my way or having my companions fight like slaves) Then since at the time I was playing blind I didn't know how to talk my way out of it or if I even can. But I proceeded to go ahead. And I did it on first try and essentially got to escape without having to fight anybody, thus I dealt with the last level (I mean, there is the factory) without a single fight... Minus the bug where if you move too early, the Master's turrets and Super Mutants still attack, but I managed to fix that by waiting so it was fine. It's a fun talk where in the end you prove that his current plan is unviable with evidence and logic.
11:02 Asperger's Syndrome, here. High functioning. I crave games like this. I would go so far as to say that games that require negotiation and provide the player with the option of talking their way out of battle have taught me more about social interaction than I ever would have learned otherwise. These games have helped me acquire social skills and empathy that often surpass the skills of those that were born with it. If I had the option to turn on some sort of accessibility options that made that part of the game easier, I may have never gained such a valuable skill.
Yes we can, if the dialogue is written and delivered believably, i often times prefer it when i can talk myself out of a situation in games that allow it.
I disagree, it's just that the game trades a depth in raw game-play for narrative depth. The twist between the savage portrayal of Caesars legion and how smart the leader is - tempered by his the fact his intellect is used to establish a totalitarian state that just might help the Mojave - is an interesting narrative bit. I also feel like they reward and encourage speech (and barter) checks by allowing a greater access to the narrative, like how talking down legate Lanuis allows the player to learn how the supply lines will eventually kill the legion (rather than a generic "Don't be bad, be nice" option). There is also an interesting case of how the game actually introduces a logic puzzle. If you talk down Lanuis using speech option where you bluff him (gained after a DLC), you can do it with 90 speech, but will fail if you suggest the legion is betraying him (which has the speech check like other option). However, the game doesn''t really have enough of these events (you need the Lonesome Road DLC, and be against the legion for this).
Yeah, I feel like that's a bit of an issue (I like options where charisma can give you an advantage, but not just outright skipping a challenge). I feel like New Vegas's better narrative gives the game more leniency as well as having other skills that let you avoid quests (pick-pocketing notes - and using confirmed bachelor on Manny is quite funny). It also doesn't allow you to skip quests just combat parts (from memory, just Manny and healing Caesar can be ignored with speech - but also having other speedy option)
@@colin-campbell How is it deep as puddle? The game has several quests that have multiple outcomes with several branching paths. I mean, Mark did a whole video on a single quest and how many ways you could tackle it (Beyond the Beef). A lot of quests are like this, and it's one of the reasons why Fallout 3 quests gets rightfully criticized: the majority have at best two outcomes and the way to reach each outcome is overly simplistic and very rarely take the skills of the character into question. Fallout 4 quests are even worse, most of them are MMO fodder of "kill or get this, get reward". Or let me guess: you are one of the contrarians that i have seen popping in recent times that just criticizes New Vegas solely because the Bethesda Fallouts get heavily criticized while New Vegas gets the praise it deserves.
@@colin-campbell Sure, there are some quests that are simple, not every quest is meant to overly complex. But i can list dozens of quests that have several outcomes with multiple branching paths like How little we knew, Come Fly with Me, pretty much all the companion quests and several more. Even Volare has optional objectives that can be done if your character skill is high enough to do them. Even with this, simple quests can also be just as good as complex quests if the narrative and writing are well done. All they need is a point, something more than just "do this, get reward and leave", something that adds to the world, affects even in a minor way. This is another reason why Fallout 3 and 4 quests fail: they have no point and add nothing to the world. Doesn't really change the fact you are wrong and you are cherry picking some quests to make the majority of the quests in New Vegas seen overly simple and basically have no depth. Even the simple ones have multiple dialogue checks that can be tackled by a variety of characters. They actually take character skills into question.
In witcher 3, you can avoid a lot of fights including bosses with a more "diplomatic" dialogues. You can even "jedi mind trick" people to make them forget about the confrontations. Also it might be simple but you can haggle your rewards thus give the feeling that we actually talking our way through for a better advantages.
I like how Witcher handles avoiding fights in more impactful moments - whatever your decision is (to skip a fight or not) you are always skipping something - by killing someone you remove all future interations with them, meaning that more hostile approach will lead to you getting more involved interactions now at expense of potential interactions later on. I like how they balanced it for overall playthrough - consequences are far enough in the future to make skipping a fight feel rewarding when game retrospects to previous interaction, but at the same time game is long enough to not make you feel missing out on content either way. In the end it seems like a choice between action and narration you can make one dialogue at a time - tuning the game to your preferred playstyle as you go.
@@asmonull not nessisarily. Sometimes dialog can add gameplay or switch it up. You get many instances where through multiple actions and choices it can result in making an enemy or a friend and later on you could be fighting against or with that friend making that choice meaningful in gameplay. Look at Dijkstra for a good example. The Witcher 3 is a good example because you never know the result of a conversation. Avoiding a fight now may cause a bigger one later or may make another easier. Not talking your way out of a fight may cause what could be a larger battle to not happen. A lot of the times killing someone will cut off a questline. Also with the very natural flow of dialog choices it almost never feels like a trivia guessing game either. I was surprised he didn't bring up the witcher 3 for his video. The dialog is by far more interesting than the gameplay. Usually when I choose to kill someone its because narritively, I personally hate them (example, Whoreson I murdered but you can let him live). When I choose not to kill them, I like them or feel sorry for them (Kara, and it opens up more gameplay and mainline story to keep her alive, but you can kill her). It just feels like natural decision making not skipping. Plus, like I said, the whole mysterious outcome thing makes it work. The Bloody Baren questline shows how one decision nomatter what will kill many people, its just different people. Save one life and a whole village of children die and someone gets a nasty curse causing a family to be torn apart even involving suicide or by killing that life and seeing other communities suffer and die off but actually have a chance at reuniting the family. You just never know the outcomes short term or long term. It takes guessing or reading people out of the equation, there is no silver tongue in the Witcher. Its just what would you do? Then you ride with it because you can't go back by the time you see the outcome.
@@MrKing-qd7gi reading through your comment I thought you were talking about Elex until you mentioned Witcher. Very underrated game because of its clunky combat and npc's being clones of each other but the exploration and politics are top notch
@GiRayne the problem is Witcher fanbase considers that this game fits in every genre in a a perfectly possible way, but it's definitely not the case.. I don't understand why they talk about w3 in such an overly exaggerated manner. W3 is an unidirectional rpg that does an awful job when it comes to tackling a quest in multiple ways.. For example in fallout nv, there are 5 distinct ways to kill a mid game antagonist Benny.
@GiRayne if being linear and telling a story about a written character disqualifies a game from being an RPG, then what do you consider Dragon Quest, Final Fantasy, Breath of Fire, Chrono Trigger... basically the entire genre of JRPGs lol i feel like you started from your viewpoint and then worked to justify it, which is kind of the opposite of what you should do
Another thing to consider is that like, dialogue mechanics simply aren't fleshed out morally like combat scenarios are, like you have the classic lethal/nonlethal/ghost option in a stealth game for example, but talking to people in a video game is pretty much always the morally superior option unless you're specifically choosing the "jackass" dialogue option, but a morally complex system instead Consider the following: you need to go through hang territory for some mission, and you have a few options: fight, sneak, or meet up and negotiate, however if you choose to negotiate, the boss might demand you help one of his cronies to deal drugs, in a nonviolent sidequest, now the player has an important moral choice; is your dedication to pacifism more important than preventing drug circulation. Or maybe you can choose to pay him, but with officer funds, which later might get whistle blown that the police are colluding with gangs or something.
I think that goes back to how much more expensive dialogue gameplay can be to produce than combat; it's meant that game designers haven't had as much room to experiment, innovate, and lock down on what kinds of inputs and results can make a dialogue feel good to play through. The same way we've seen combat mechanics diversify for example shooters with the fps boom where every gamedev and their dog had a new take on fps gunplay, or look at how platformers have benefitted in gameplay diversity with the indy boom bringing us such different modes of play within the broader platforming genre as seen in meatboy, shovelknight, and spelunky.
"is your dedication to pacifism more important than preventing drug circulation" What is the objective in this scenario, you crafted? Take "care" of the gang's boss? Just to go though the territory? Or you choose how to deal with the current problem which this gang? "however if you choose to negotiate, the boss might demand you help one of his cronies to deal drugs, in a nonviolent sidequest" Since their is side quest it is ok to presume, that this gang and/or the boss are important to the overall story.Then it would a plus to get on their good side. "Now the player has an important moral choice; is your dedication to pacifism more important than preventing drug circulation" What is the drug?Is it dangerous or addictive or does provide benefits to the person using and little to no drawbacks ? And why was this drug made illegal?Because of what it does to people?Is it natural or chemically made?Or are people are ignorant to what is really? Depending on what you answer's are,it would make the story more interesting,like this one scenario i encountered which you can stop a drug trade,simple right?but here the twist the buyer needs this drug to live,but it was made illegal on the process of how it was made.however the price for drug is reasonable for how hard is it to make and transport and sell.so what do you do?do you stop this deal? do you help the drug dealers in their illegal plans or do bust them and turn to the proper authorities ? it would more interesting if was more morally complex rather then the answer being obvious. and you not stopping drug trade your deceasing it ,your taking the supply and not the demand,meaning people will always find a way around to get the things they want .
The War Room from Dragon Age: Inquisition was almost my favorite part. A game that focused on that and then interacting with characters after missions, or conducting after action reports, and with a healthy bit of strategic/diplomatic thinking would be amazing.
One thing I don't like about the War Room is that when selecting normal missions (not the ones where you progress the story or go to a new area) that there is no briefing and debriefing about them.
Scrum debate from v3 is one of the most satisfying gameplay abstractions of an argument I've come across. The rhythm of it, the way you've got to think on your feet, and tackle each of your opponents' points one by one. Really awesome bit of gameplay there.
Fire emblem (at least sacred stones) had something interesting: Some characters could be recruited by talking to them, but it had to be done by a certain character. Which character? You learn that from the story.
Those tend to be the more interesting recruitments. A lot of the time, the answer to "Which character?" is "The main character," regardless of context. Examples of this include Amelia, Cormag, and Duessel. Tharja from Awakening is an especially egregious example of this. A major part of her characterization is her obsession with Robin, and yet it's the main lord Chrom who needs to recruit her anyway.
@@luckyc4t110 Awakening had Chrom be the default recruiter (or at least *a* default recruiter) for a number of situations, presumably so the player wouldn't be punished for not picking the correct character for the mission. It does make recruitment a bit too easy in some ways (after all, Chrom is required for all missions except DLC maps), but I see why they did it that way.
11:02 as far as i've seen you are the only person whos covered making this type of gameplay (on youtube at least) that has mentioned that. having autism myself, im frequently frustrated that it's left out of conversations about these kinds of things so thanks for bringing it up.
I would love a combination of the deus ex and abstract mechanical approach to dialogue. Like you could learn about the person you're gonna face and build your card deck or whatever according to their personality, their history etc.
I was JUST discussing this with a friend the other day. Combat is often the "default" when it comes to gameplay in a lot of games, but I love seeing games focus more on non-combat gameplay Obviously RPGs do this a fair bit (some more successfully than others), but I'd love to see it in more games.
as he points out, the general rend has to move away from MCQ tests as the basic formula here before that becomes really viable as a trend... which is a fairly circular issue given that so few games center on anything other than combat, very few can afford to move away from the default solution, which is a MCQ exam.
Its because you kids just buy games about shooting...and praise, stupidly, to no end. You reap what you sow, that said if boy of war 4 is an example probably the 5 will just be cutscenes and qte
"Narrative Gameplay" doesn't fucking exist, at best you are just writing a CYOA book. Combat IS gameplay, as well as pretty much everything else that IS gameplay like puzzles, management games, city builders, racing, arcade,etc that are not necessarily about combat. Even the example mentioned in the video with Griftalands it pretty much made Dialog into Combat.
@@adrixshadow "Narrative gameplay" exist. It's how the narrative is expressed in gameplay, now i do not understand what you are replying to so I cannot say they are right or that i support their ideas. All gameplay is divided into "sub gameplay", that need to be designed.
Holy shit, Alpha Protocol has been mentioned. Nobody ever talks about that game, and I seriously love it. The gameplay is jank, but the conversation aspects, and freedom in options is wonderful. It's truly one of the best written games I've seen even if only for all the branching paths.
In Fallout 1 you could talk you way out, but the phrase wasn't highlighted with a [speech]. Which means that not only you had to have the good level of speech and chrisma but you also had to think for yourself what you should say. Even if rightly skilled, not choosing the good reply could still had disastrous consequences.
That's not entirely true as if you took the empathy perk, the good options would be colored blue and the bad options would be red, so a social based character just gets told what options to pick.
While yeah some of the dialog can be quite corny, or cringy, there is so much more to that scene then what is shown here. Max's rewind powers are used up at this moment, so there are no re do's just one chance. Also a big underlying narrative of the game, is the question, does max actually care about the people she talks to? Or does she only care about the outcome while using her powers. So "I told you I only have sisters" is cringy, it really does show that she never paid attention to her friends, it's a failure of max, and by extension the player.
@@thatonedudea One thing I also consider for that specific line, is that gamers generally feel cheated if they fail at a something and have no answer as to why. Having her specifically call out the fact that she has sisters, not only tells the player what it was they messed up, but also informs the player that they were given the answer at some point. I think that's kind of the hard part about writing for games that also emphasis choice/discovery. How can you invoke emotions in players without them feeling as if the game is working against them? And sadly actual conversations in real life can be vague/confusing and generally are more up to randomness then anything told in narrative format.
@@valeoncat13 The phrasing is awkward. It could've been more of a surprise reaction:"brothers? What are you talking about? You never really knew me did you? At least you cared enough to pretend. Thanks, I guess. *throws self of roof*"
I think there’s a problem with how these kinds of games punish you for missing evidence. It often becomes a game of hidden item collection before you can progress through the case. Sinking City had me going through libraries and city hall documents only to find out that I missed one clue that was hidden under a shovel. That’s pretty frustrating. It should’ve punished me for missing that evidence when it was time to present them, by either lessening my rewards or failing the case. Heck, I think it would be really cool if my conclusion was wrong or off-kilter due to my poor deductive skills and it gets me a different ending to the case. That would add some depth to multiple playthroughs because you’re not only facing moral dilemmas but your detective skills are also being actively put on the test.
There's actually a Chinese game (translated of course) called Soulslayer that allows you to go through with the consequences of a failed deduction! It has some quirks to it, but it definitely allows you to be wrong, which I really liked. Although for me it was a pretty short game, I'm not sure if that's the norm or if I just got lucky with my deductions since it's been a while.
Midway through, great vid so far, just wanted to say it’s dope that you have captions dude
5 ปีที่แล้ว +33
I think it's a cool mechanic that could be improved upon. However, I think developers who want to focus more on the social aspects of the game should make it clear that you need to be "paying attention" to certain things. Giving you more in game clues or hints about a certain environment the same way they tell you to prepare for a fight by leaving extra ammo or health right before it.
Absolutely. As it is, and there was another comment that went into more detail, a lot of games that *do* have more robust dialogue also require you to pay a lot of attention to the environment, which is great, but the only problem is that there's no way to know that you missed something without spoiling that you missed something, and sometimes it's something you need. There needs to be more of a precedent for subtle telegraphing in these kinds of games. In the FPS, it's a room that's somewhat conspicuously rich in supplies. Anyone who *knows* these kinds of games knows exactly what that means, and even if you don't, the thought might cross your mind, and you'll still get geared up regardless, so even if you aren't mentally prepared, you're still prepared. A lot of adventure and horror games have good analogues, along with... games/experiences like Her Story. It's doable, but I get the sense that it's really only great for dense spaces. Like walking into murder scene for the first time or something similar.
I particularly like the idea of the player having to pay attention to details in the story in order to go through a dialogue segment. There's a lot of cool stories that can take advantage of that.
Omg thank you so much for writing this. I've wondered for years where are the games that actually explore social an emotional systems. We've pumped so much money into making games look more realistic and it's been hard to find games like those you've mentioned here. And I would have never come across these had you not compiled this list. This is getting me excited for a new project.
A lot of the time dialogue choices or binary ones are about making the choice itself interesting. Sometimes by obscuring outcome, as when you don't know a person well enough, or the choice becomes an affirmation that you do when you have that information. Other times it's making it a moral conundrum, such as whether a decision that benefits you more than them is really worth it or you should just deal with the alternative. *Soft information* My favourite is when dialogue just leads to *Soft information* where its value isn't immediately apparent, and it really tests your ability to pay attention. It works best when there's also *soft interplay* between the game mechanics. Such as you're at a party to meet a diplomat to discuss something - that's your actual goal - but talking with people to find out a hallway is unguarded, use stealth to navigate it, combat to knock people out, get information from the environment, and talk your way out when you have that information, and because both the goal was different and the information casual, you have full ownership of that decision. *soft logged information* Another thing that's especially good, is if the game has a text-parsing engine, so you can type in conversational topics for extra obscure shit such as eavesdropping on some people using a code word - but to make sure you actually pay attention, you have to manually put it in as a topic. or something gets mentioned offhandedly, and you decide to press on THAT instead of whatever the game would normally serve as branching dialogue. Basically, to me, it's about agency and having ownership of the decisions through making them subtle and perfectly missable.
Been awhile but Red Strings Club did a good job of this as far as I can remember. It was all about naturally setting the mood and leading the conversation to discover useful information which you'd then use to open up dialogue trees in other conversations or using the information to discover bonuses in the game world which would make conversations easier to navigate.
Haven't watched the video but SMT and Persona does this really well by incentivizing with items or new allies and it's based a lot on your recognition on how demons previously interacted with you and understanding of them and I love it
Okay, can I just say that at 5:07 with the game you're mentioning, I love how they specify *EXACTLY* what you will be saying when you pick the options? This drove me crazy with Telltale Games, especially the Walking Dead.
The reasons I love the werewolf quest in the Witcher games. You can either treat him like a typical monster fight, or tell him the truth about his sister in law's intentions, thus leading to an outcome of a passive ending to the hunt (I'm avoiding spoilers for switch fans who are holding out for it to come and haven't played it elsewhere yet) there's a few others like this in the game, and when you do come across them it's an interesting change compared to combat with every single monster you come across, reminding you that sometimes monsters are living beings too
On the flip side games that rely on emotional skills could be excellent learning tools for gamers with some form of ASD. As someone with ASD I often find that my brain draws from sentences I've already heard work in a given context especially if I'm on verbal autopilot because I'm running out of energy to socialize or trying to maintain energy because I know I have to do a lot of socializing. So a game as a teaching tool for people who like me tend to struggle in social interaction by teaching us to look out for certain tells and equipping us with a series of neutral phrases that we can fall back on if actually thinking through the way to many social cues that bombard us in any given social interaction is too stressful would be damn useful and helpful.
"If you ask me, it's a bit of a shame that the game just hands you this information." but also "Such in-depth emotional gameplay could prove inaccessible to those who have challenges with social skills [...] so accessibility options should be considered." Isn't the deus ex thing kinda just an accessibility option that's been integrated into the story?
The Deus Ex thing isn't really an accessibility option and doesn't necessarily account for players on the spectrum as it still tests reading social cues and interactions. GMTK is maybe talking about something like a HUD element which explicitly tells a player what the implications of a character's facial expression or body language are but is left off by default for neurotypical players to suss out on their own.
@@Herptroid The Deus Ex System breaks characters down into 3 personalities (Alpha, Beta, Omega) and basically requires you to pick the type of choice that corresponds best to that personality type. It has nothing to do with social cues or anything its basically a type of social rock-paper-scissors. As an aside, accessibility options are great for handicapped gamers, but a player without handicap might still want to enjoy to put their emotional skills to the test. And similar to how you can turn on options to make a game easier, it can be frustrating for players seeking a challenge that you can't turn off certain ease of use features.
@@motokuchoma As a person with a mild case of autism myself I'd rather play a game that can challenge and teach me about interacting with people than one where I am just given an easy mode. I would argue that Deus Ex's system isn't really an accessibility option, since it's actually part of the game and is given to everyone.
@@riomh It isn't an accessibility Options as the term suggests are optional after all. And while you may be capable of overcoming such a challenge, some people may merely be frustrated and defeated by this mechanic. You can't make a game fun for everyone, which is why I love games that let you change the rules and alter it to your liking.
This video came up soon after I had just played through Mass Effect for the first time and felt the same way about skipping Saren at the end. Being able to talk my way out of it simply because I had enough points in charm was underwhelming, no decision-making required. The one scene that immediately came to mind was the one with Kate in Life is Strange, I had to carefully think it through and it left me with one of the most memorable moments in any video game.
@@Canadas_Very_Own Oh, definitely - I think it's more a reflection of my memory and sense of time. In my head, L.A. Noire only came out 5 or 6 years ago.
@@angmering5899 Textures are really dated, but the animations still look really "human" I think. You really don't have this kind of "talking robot" feeling.
@@genroa3881 Actually you raise a good point; the footage in the video from Life is Strange (which is obviously far more recent) looks way more robotic than L.A. Noire (although I guess some of that is down to indie budgets vs AAA budgets).
It's the other way round for me. With Life is Strange, I can ignore the robotic look. The voice acting is carrying the weight there. With L.A. Noir, I just get constantly pulled out, because the animations trigger a creepy uncanny valley feeling.
Great video, thanks! This reminded me of the hostage situation in DX:HR where I took an interesting approach, where I didn't convinced the guy to free the hostage still was able to shoot him with a tranquilizer gun in a split-second after confronting him, so the hostage was saved and he was sent to the prison and I could talk to him later. That was amazing, like a third hidden option, better than saving the hostage but being blamed for letting him go or killing or knocking out him but the hostage dying in the process. Best of both worlds, I felt like a hero, haha.
Another thing that I don't see very often in these types of games: how which social group the characters are affects dialogue. For instance, I've been playing Shadowrun Dragonfall and there are skill checks that aren't just selectable based on how high your charisma score is, but what type of etiquette you use. For example, talking down guards requires having the security etiquette or having the corporate etiquette leads to better relations to CEOs and employees. I would love to see more games utilize this mechanic, especially games that involve characters trying to be social chameleons, blending into any type of social group. It's tremendously risky and requires great writing and a lot of thinking, but I think it would be very rewarding to players who want to play as conversationalist type characters.
Why don't other RPGs have mechanics like this? Fallout: New Vegas does something like it to an extent.. :/ I think that the STALKER: Call of Chernobyl mod does the same thing.
Pillars of eternity does this constantly. You get special dialogue options depending on your race, background, class, reputation and disposition, as well as on your stats or skills (which are not only limited to social skils, as they may sometimes involve history, or religion for example). I also find great that you can decide if you want the game to show you which dialogues are "special" (which are not necesarilly better than normal ones) and which options were closed because you where missing a certain thing.
@@C0C0L0QUIN I've seen Divinity Original Sin 2 do this incredibly well too since how you interact with the world and how the world reacts to you depends heavily on your background. Speaking of which, DoS2 has its own version of charisma checks where how well you pass it doesn't just depend on high your charisma is but also on how high your other stats are as well. I don't see that in other RPGs and should be utilized further in other games.
I really like how the Deus Ex games do this. But I found that not using the augmentation was actually a much more enjoyable experience. That thing feels too artificial and also kind of confusing, as it feels like it's giving you red herrings. I had more success and found it a more interesting time just trying to analyse what characters said myself, and respond with what I thought they wanted to hear, rather than what the game told me.
This isn't strictly about the video footage but I do want to say props for the automatic video thumbnail. Using the three seconds to show something meaningful like content warnings is a fantastic idea. I haven't seen many videos take advantage of those three seconds, but you do seem to think ahead. I rarely comment but keep up these fantastic videos.
I'm really glad you brought up the Life Is Strange's moment. To me, that is one of the best moments involving dialogue in games: it's just so natural and rewarding for player exploration and attention to details, on top of making a crucial moment even more memorable as a real consequence of your previous choices - especially if you consider that, as a player, there's no way to anticipate that or what kind of information you'll need, which makes knowing the 'right' answer more genuine than ever!
4:32 “All of these games test your emotional and social skills, just like how puzzle games test your logic skills and platformers test your dexterity skills” 9:53 “…but it does ultimately mean that combat and conversation end up feeling pretty similar, and are testing the same skills of tactics and strategy rather than your social and emotional abilities”
There was this old point n click game that I still remember vividly (but not the title) that used a silent protagonist where you controlled his facial expression by a wheel during conversation (angry, happy, sorry etc) and the net selection decided the next response from the npc. Always thought it had massive potential once silent protagonists became a big thing and the potential of multidimensional dialogue trees in current games. Would love someone to steal that idea and run with it (as long as they don't do exposition through fucking dialogue!) The game was Greek myth themed. The golden fleece was a thing... Wracking my brain for its name.... Was pretty short so I'm guessing I had a freeware copy. That's how old it is and I still remember that mechanic! Edit: someone please tell me the name of this game! I remember a piece of wire being an inventory object, and catching mice in a bucket... Then you could catch a rat, but if you also put it in the bucket... No more mice!..... And one of the dialogues was to be continually angry at a Scottish man til he gave you... whatever. Was sort of fmv if I recall. Help me out of this misery?
I searched, and the only thing I could find that was greek-themed with FMVs was "Wrath of the gods." Too bad no one seems to have found the answer to your question.
L.A. Noir does a great job of using a dialogue system linked to evidence you collect. I would like to see more games use this to create different scenarios to diffuse a situation or potentially create a dangerous situation from one that was calm
I'm actually really sad Neverwinter Nights 2 was not mentioned. If you played through that game as a conversation specialized Bard it was an amazing experience. It was the whole idea of the normal power fantasy centered around your overwhelming power being that of a skilled conversationalist. Bluffs, threats, diplomacy, putting on a performance, etc you handled different situations in different context appropriate ways. And then there was a trial where you lost any idea of whether you were wining or losing your conversation, which is a big deal since normally you'd know instantly if you succeeded or failed. The entire trial was brilliant, they went as far as to let you finish one of your answers with a bit of performance art specifically to sway the crowd. The only sad thing about that trial is that for story reasons it ends up the same as if you failed it and THAT was the sole missed opportunity of being a conversationalist in that game that I remember. But that trial is prolly PART of what you are looking for so you should play through it as a case study. Seriously though, if you really want to ask this question go back and play Neverwinter Nights 2 as a charisma focused bard with all conversation skills and the perform skill. Bar none it's the best I've felt to date as far as sheer impact of conversation, though there have been games that may do conversation more realistically in an engaging manner. The fact they delivered a power fantasy via conversation deserves mention and it fits your opening statement and text line perfectly so it's omission feels glaring after your Dungeons and Dragons and even Obsidian reference. But, and this is important, how you present your conversation depends on what your core aesthetic is going to be. If your core aesthetic is being more of a detective like LA Noire than what you've presented in the video is on point. If your core aesthetic is a power fantasy then you'll want something more like Neverwinter Nights. It's not JUST about "how do we make conversation in games fun", it's about "how do we make conversation in games fun in a way that serves the core aesthetic". Dues EX is neither of those kinds of game sand so neither of those approaches would be appropriate for that. End of the day a super fleshed out conversation system with information collection is unlikely to fit in properly with a fast paced action game because you're now taking away from the core aesthetic of your game.
Thank you so much for listing/crediting the music you use in your episodes. I don't think I would have ever found Blue Wednesday or the others if not for the credits.
This might just be because fps games bore me, but I always feel really accomplished whenever I manage to talk somebody out of fighting in a game. Although it’s a lot less cool when you know that since your number is higher than the number required you’ll just win with no effort
Oxenfree was a great game whose main "mechanic" was its real-time dialogue system. Characters would talk in real-time, and you could choose from various responses or no response at all. No combat; it was purely about character building and exploration.
Bloodlines wasn't perfect either though, there was a lot of forced, awful combat in between the excellent dialogue, especially as you approached the late game.
Bro I love your videos so much. Such good content, I could sit down for hours and listen to you explain how to make good games and such. Please keep making more videos! I love them!
Wonderful insight! Then perhaps we might see new details afterwards such as NPCs waiting too long for an answer and actually reacting to how long they're waiting - rather than them just standing idly until you choose your next dialogue.
If you are talking verbal vs combat duels, there's no reason not to mention monkey island's insults sword duels. In a game about jokes you get to counter insults with other insults in a funny way, and after fighting a bit, learning all the insults and responses, you get to fight the "boss" that has different insults, but that can be countered with the same counters you have learnt up untill now with some connecting. Shallow? Yes, but it allowed a decent chunk of content with just some sentences.
I really liked how they had kind of a conversation boss fight in L.A. Noire. In a game where reading expressive cues was a major element, they had an interrogation near the end with a really old guy with lots of wrinkles, loose skin, very squinted eyes and a consistently gruff demeanor who which all made him very challenging to read, compared to all the other characters. That was cool.
I'm actually surprised it took you so long to make a video on this topic. Building fun and interesting speech mechanics to me is the most obvious direction gaming should take
Makes me remember Skyrim's wabajack's quest where you can skip the wackiest parts of the quest if you pass a persuasion roll. The concept only really works in tabletop where the dm can weave some improvisation into it. In a rigidly scriptured story, it'd only work as intended if tge player was limited to a one and only hardcore playthrough: you die and you can never try again
Thanks for giving this topic some attention, i think its super important and interesting. To add onto your video, I think gameplay elements like this are focused on feelings of empathy. I think this is possible in and out of conversation situations. I would love to see games that focus on growing an attachment for characters instead of figuring out how to defeat them. If a triple A studio threw money at that idea I think something very special would result.
This is a great topic! When I encountered that scene in Life Is Strange, I thought it was a really clever way to encourage you to care about the world and all the little details that add up within it. However, it also made the following episodes much more plodding, as I felt I had to check every single tiny irrelevent detail in case the game tried to pull the same trick again. It's a great way of implementing other gameplay aspects into the dialogue options, but that also means that the player will always associate that mechanic with their potential future choices. That's where I think Life Is Strange failed to deliver, as inspecting the objects in the environment for the remaining three episodes gives you very little substance for the time it takes to do so.
apart from repeating that type of moment in other places, expanding and complexifying the concept, another way to develop the mechanic long term in a "choose your playstyle" RPG could be to have the information come to you more as you show that you are willing to observe. Be it via enhancement that make relevant clues pop up, or social relationship that lead other characters to trust you with helpful information they would not give you otherwise. Sort of a more active take on the charisma score.
The only way to save her is to make Max a nosy character who rumages through her peers' private belongings. The game rarely acknowledges this whilst still pushing the narrative of Max being a strongly moral person; she never comes across self aware enough for the player choices to have extra depth. Maybe with a better writing staff this could have been an interesting perspective- since Max is only a teen, but the developers seem to shy away from any negative traits tossed in the protagonists' way.
So after saving, or failing to save a girl's life, you develop a tendency to pay too much attention to meaningless things in case it comes up again. Kinda like you were traumatized or something.
@@shyko95 The game is framed as a mystery so it makes sense to inhabit such a character. I think the writing is really good as it is, but it would indeed be fun if other games in the genre at times call out the character as a nosy creep... you could imagine a whole game where the karma meter is how much you invade over people's personal life. For instance a Detective game where a perceptive player would be able to solve the mystery with the client's demand and newspaper clippings, but another could get more tangible informations though callous interrogation techniques, break-ins, hacking, etc... Even have dialogue options where you let slip up information you shouldn't have , and thus clue others about your dubious methods.
@@maximeteppe7627 I agree with your last paragraph, slipping up information you shouldn't have would be good in these types of games, and for a story like Life Is Strange teenage paranoia would be an interesting theme to delve into, but the story ended up very one dimensional and bland.
i really liked how in fallout 1 you can ONLY talk the master down if you have gathered the necessary information.
just rising some arbitrary stat is the wrong way to go. it has to be improved and expanded.
Rising the stat should only be used in like getting cheaper prices at shops etc.
@@CnutLongsword And then you feel like grinding to have better speech stat so that yo can do that quest in a certain way. It breaks the immersion which is the complete opposite of what talking through the quest games set out to do.
Not to say having stats when talking your way through things is bas, they should just function more like they do in combat. When fighting, the better your stats are and the more likely you are to succeed. Diplomacy could work similar to this with higher stats meaning choices are more forgiving, but even with lower stats its still possible to work your way through
@@reddragon3132 stats also matter in fallout 1 as far as i remember. i am not sure if you can convince the master if you have all the info but low stats. pretty sure there is a skill checkl
@@daucudalta4360 You could argue that's the same though as dying and retrying a fight in a way. Ultimately though if people want to save scum then they can. I don't think people abusing good mechanic through save scumming should mean it should be removed
5:54 “Wouldn’t it be more fun...” (CONTENT WARNING Suicide)
If you can talk them into doing that, yes. Otherwise it shouldn't, but it's nice to have the option.
@@jacobstaten2366 Don't you mean "out of" doing that? The way it's phrased right now makes you look like a bit of a sociopath, which I'm sure was not your intention.
@@runefaustblack "that" in this case being surrender or amiability, but the misunderstanding is hilarious. The only game I can think of that allows you to talk another character the wrong way off the ledge is the Fallout series and the Syndicate game that Richard K. Morgan wrote the story for. All of his characters are sociopaths.
@@jacobstaten2366 KOTOR 2 One of the Force persuade options lets you do that, and the guy responds "Jump off cliff, is good idea, get to ground faster that way"
5:52
The biggest problem I have with dialogue based games is that they are often just a series of questions with multiple choice. It's literally just taking an exam.
The player can't plan ahead, they can only react to the NPC one question at a time.
Only Ace Attorney and L.A Noir really engages me in that, I have to pick up information, chooses what questions to ask. It's much more pro-active, giving the player a sense of control. Only then, a player feels like they are playing a game instead of being played by the game.
Play danganronpa! It's an amazing series of games, and so far, they're the games that have given me the most engaging gameplay out of dialogue, even more than AA or LAN.
I 100% agree with your assessment, but not you example (I haven't played _Noir_ so I can't talk there). _Ace Attourny_ only ever has one successful path, so it's even more of an exam than others, just with more choices.
Exactly! I really couldn't agree more to this.
@@Verbose_Mode it does give you a super good illusion of control though
I do have a grudge on LA Noire, specifically the lie vs doubt choice.
If you choose doubt and there's really *no evidence* in the investigation scene, the interviewee will *admit* his/her lie.
On the other hand, if there *is* evidence on the scene, he/she will make fun of you and bluff his/her way out.
I mean, I don't know, shouldn't you be way less confident about your bluffing if the evidence is actually present near you?
They should be called "talk em ups"
Well, talk-em-downs.
@@EdyAlbertoMSGT3 depends on the circumstance.
You can say it's like bringing a mouth to a gunfight
Tamups
Katana:Zero handles the timed choices with a (in my opinion) great innovation : If you choose your sentence fast enough, you'll interrupt your interlocutor, giving you a great way of expressing the anger of your character. If you choose within the time window, you'll talk normally.
Oxenfree do something similar if you didn't respond in time : Your character just don't talk. And the characters around reacts as expected when someone don't talk.
Oxenfree's silent option only works in fragments, though. Watching a complete silent play through of it just breaks the fourth wall and make you realize how much the game is steering you towards its desired direction.
Oxenfree's silent option was done previously in Telltale's The Walking Dead.
Katana Zero just has really great conversation segments in general, and while the choices you make don't affect the overall plot, they do greatly affect how much information you receive and how you interact with characters in the future.
My favorite example is the receptionist character, who you first meet at the very beginning of the second level. It's a pretty simple setup: You need to get into a hotel to kill your target, and the receptionist takes note of your outfit, commenting that it's very interesting. This encounter can go one of three ways:
- You insult her, which causes her to get angry and tell you to get out of her sight.
- You tell her you're in cosplay which reveals that she's a massive weeb. You bluff your way through it and make up a character and anime name.
- You tell her your outfit's just a bathrobe, and that your sword is a family heirloom. You bathe with it because you like to keep it safe.
Now, this would be a cute little segment on its own, but the game takes it a step further. You leave the hotel at the end of the level, but you're stopped by a cop talking to the receptionist. This can go one of two ways:
- If you insulted her, she immediately said you're the killer and runs away. You kill the two cops in the room, and then you're informed that the receptionist had to be killed and are reprimanded for not being discrete enough.
- If you went down the cosplay or family heirloom route, though, you can tell this story to the cop that questions you and the receptionist will back you up, allowing you to get through discretely and without a fight.
This is called back to later on, at the very beginning of one of the final levels. I'm not gonna go down everything that can happen there, but it contains my favorite interaction in the entire game.
Katana's zero is a great game, but the dialogues tree is probably the worst part.
What you answer doesn't matter and it has no consequences over the story or any interaction (except the LAST interaction with ONE character)
and tbh, the "interrupting" mechaninc is pretty cute, but because of my first point, it rarely feels like you actually interrupted someone, characters just answer you normally, it feels more like you just skip their dialogues (as an outside-of-game fastforward)
The only part where the dialogue tree makes sense, is when you have to replay a dialogue over and over until you have enough information to get yourself out of your situation, and in those scene, the game's great writting really shines, it's too the other dialogue "choices" are mostly shallow
@@Korinengamecorp what examples would that be? I only ever seen bits of that game with just the shallow dialogue
"those who have challenges with social skills, like gamers [...]"
Never have I been so offended by something I 100% agree with
This doesn't even offend me. Its true af.
Just look at many gaming communities, especially the multiplayer ones. You can't tell me that at least 60% of those toxic piglets know what a social skill even IS.
Example: League of legends, 5 ppl team up against 5 ppl and try to be a team even though they fucking hate each other from the beginning. Some of them spend more time in the chat telling you how garbage you are and that they want to fuck your mom than actually playing the game.
And if your game has a voice chat, maybe 2 people (mostly the 10yo who demand that you give them all they want or they will troll and scream) are using it because the rest of them seems afraid of communication.
That flew over your head or are you pretending . Just so that you can say that your meta joke flew over my head. Or did you post your comment hoping that it will be interpreted as a joke while the joke of the original wooshed over your head.
@@WetAdek Man, I can't tell you are being meta or are just that dumb lmao
I feel like people don't give gamers enough credit for being able to understand nuance and subtext. And this may lead to a sort of spiral where the ability to understand things like this atrophies a bit if someone spends a lot of time playing games, because too many developers assume gamers won't "get it", thus causing further atrophy of this skill. In my experience the vast majority of players understand subtlety and subtext just as much as consumers of any other kind of art form. It's just a matter of developers respecting them enough to put that kind of material in front of them.
The problem is that dialogue almost always ends up as basically a trial-and-error system where you have to pick the exact option that the developers intended you to pick, or fail. You have to navigate the tree to find the one path through all the options to get to the win condition.
I think it's more interesting when each of the options are viable for a different reason and lead to a different outcome that you might want to choose, rather than just having right and wrong answers.
There's a company called Choice Of Games who make a series of text based choice games. Something I love about their games is that there is nearly always multiple solutions to every problem. I replayed Choice Of Robots countless times just to explore all the different solutions to the problems you're faced with and see all the different endings.
Yeah, that's where the abstract systems work better. Even though they are arguably too similar to 'combat' to stand out.
If your 'opponent' has 40 'argument points' and you have 50, and each statement you make can have varying kinds of positive or negative effects...
Then you don't run into the situation that it becomes a multiple choice thing.
Perhaps a hybrid system makes more sense? Have underlying turn based RPG based mechanics, but have dialogue choices as 'attacks' based on how well you read the person's current state, what your goals are, and what information you know about them.
(eg, have person-specific 'conversation options' similar to how you have items in an RPG.)
That way you get some of the effects of a well written dialogue tree, but you can still 'win' a conversation even if you make a bunch of wrong choices, and it's not a multiple choice quizz. (better answers simply represent stronger 'attacks').
Maybe have multiple pools of 'hp' equivalents for the character you're talking to that represent different things, and the outcome (or outcomes) depend on which of these pools you managed to take down.
For instance, they become infatuated with you if you use a lot of 'attacks' that have romantic implications, but if you just want them to let you through a door that might be based on a different pool...
And perhaps certain possible 'attacks' target multiple things.
This, essentially is a hybrid between the fixed dialogue tree and the mechanics based solution...
I don't know. Depends on your goals I guess....
@@KuraIthys So kind of like the interrogation scene in Detroit: Become Human?
You could argue that any gameplay is like that - trial and error. Combat is the same, no? Failed? Learn the AI, check your strat and try again doing it differently.
@@FortisConscius You could, but combat tends to be much more analogue. You can win or die, sure, but you can generally use more or less ammo, take more or less damage, use different tools or weapons, etc. - there's a huge variety in combat, both in what actions you can take, and in what the exact outcome will be.
Disco Elysian is a great example of dialogue being used as a fundamental mechanic instead of shooting and skill checks causing damage to health or morale even without physical damage
Toolkit selects an action.
Toolkit select the *Joke* option.
*[Joke 20]* Became a silver-tounged diplomat that use words. Not SWORDS.
*[ Joke attempt failed, not enough pun or sense of humor level ]*
*[Retry?]*
@@triisart1721
You choose to [Retry].
Toolkit choose an different approach.
Toolkit selects an action.
Toolkit opens the Dialogue Option bar.
*[Joke]* Level 20 = Make terrible jokes or puns that usually not funny.
*[Wisdom]* Level 99 = Use your knowledge about game's mechanics.
*[Charisma]* Level 90 = Similar to Widsom. However, using your deep accent can bring attention to the target.
*[Back Off]*
@@mariapazgonzalezlesme
*[Wisdom]*
@@odanemcdonald9874 You choose [wisdom]
Wisdom was very effective
Your Viewers are Impressed.
Defense +5
XP +10
This was beautiful, and already more meaningful than the entirety of Fallout 76
It's a shame that this came out before Disco Elysium did.
Agreed. Disco Elysium is a masterpiece when it comes to dialogue trees and options. Probably some of the most well written and greatly executed I've seen in a very long time. I can only think of the original Fallout 1 and 2 that were executed so masterfully.
I expect he'll make a video on it at some point. It's got enough cool features and innovative ideas to warrant a spotlight of its own. I mean, if he can make a video furiously masturbating to Celeste for things done before and better in Super Meat Boy, then I'd wager a return to the topic of dialogue for a game as great as Disco Elysium isn't out of the question.
*sorry Mark I still love you don't kill me*
While I loved the game, this still wouldn't really apply. What Disco Elysium did was moreso make talking fun and shooting not fun, because you don't actually get to shoot anybody yourself. Not that I disagree with that approsch, but if I could shoot people manually with good controls it wouldn't really work
Yes, and as noted before somewhere else, disco elysium even have a boss encounter in form of characters having a conversation.
However, mthe problem with disco elysium is that you're playing as Sherlock Holmes equivalent, a character with a vert specific type of psyche and intellect capability, you cannot have such meticulous inner thoughts and dialogue system for other more average type characters.
It is also obvious that such system is very hard to achieve if you have bigger scope and more characters...
Disco elysium itself also suffers from the certain babbles from that inner thought system, the game is too on the nose about ideologies that is just cannot connect with wider audiences, and not only that but also too much. At some point I lost interest in many of the ideology infused texts that served no purpose to the actual story.
Game Maker's Toolkit! Please do a video on Disco Elysium. We need it! *stares at 363 likes on op comment*
Ask npc to end his plans for world domination and surrender
[skillcheck: speech, minimum 15]
[skillcheck: player has speech 12, skill check not succesful]
NPC: "no".
Kill couple of rats to gain some levels and come back
Ask npc to end his plans for world domination and surrender
[skillcheck: speech, minimum 15]
[skillcheck: player has speech 15, skill check succesful]
NPC: "yes "
Maybe he convinced the rats to kill themselves ;) ... checkmate, atheists.
This is why important dialogues shouldn't be repeatable.
NPC: "You know I wasn't completely sold the first time, but there is just something about you now that screams abandon all my plans. You have really brought me around."
Player Char: "Phew. Can't believe that worked"
NPC: "Hey, you didn't need to buy a giant fleet of interstellar warships did you?"
Well, grinding is a problem inherent to all games that allow to levelup through it. I see little difference in killing 20 rats to speak better opposed to killing 20 rats in order to lift more weight.
"You have earned my respect for killing those rats, i think i'll stop my plans of world domination"
I have never been sweating so hard during a game as when I hit that conversation point in Life Is Strange. And I *had* been paying attention.
Did it work?
Another part of this is making sure the game fulfills the fantasy of being a smooth talking charmer, or debate god, or high-stakes lawyer. This does kind of boil down to the animation, writing, and voice acting, but it is a thing to consider; just like shooting wants to make you feel like an action hero, our dialogue choices should make us feel like we have a silver tongue.
I actually felt Deus Ex: Human Revolution handled this well at a couple points (minor spoilers ahead). There's a point late in the game where you can confront a character about something, and you have the option to just ignore the sneaking and just walk into the conference he's holding and have a shouting match with him in front of a live audience. The camera constantly pans forward whenever you're doing well, as Jensen actually gets in his face and slowly advances on him, letting you know you're really putting the screws on this guy on live TV. It felt every bit as climactic as a gunfight (in a sort of soap opera drama way).
I failed that at my first try and decided to shoot the guy in the face. Not the best strategy.
It also depends on what kind of game it is. A well fleshed out investigative and dialogue system is not appropriate for all games because it starts taking away for the main reason you play the game. Every game has a limited amount of resources and so they choose a core loop to focus on and develop things in service of. Dues Ex is a good example here, they gave you a good bit of extra conversation depth without bogging down the game. If Dues Ex had implemented what was suggested it would be a ton of extra resources used in service of a small % of players AND it would actually begin taking away from the core reason people play that game.
LA Noire is a good game for it. Neverwinter Nights 2 is also a good game for it as playing through as a min/maxed charisma bard focused on conversation skills and performance provides you the same sort of power fantasy as the rest of the game and was actually done really well. Red Dead Redemption 2 is a good game for it though that game shows some rough spots when it doesn't work and breaks the magic.
How about up the ante even more: cult leader. They're the ultimate charmer+bluffer (and terrible human being, but we're usually a genocidal maniac in video games anyway). And of course it's not just about what you say in that one interaction per person. It's about continuous interactions, choosing the right clothing, the right settings, the right posse, establishing the rules, etc. Though the game style can't be realistic, as I think it would be just too creepy to play. Maybe a cult of cartoon monsters.
@@iruns1246 You could totally do a cult leader game if you framed it correctly. Say instead of a cult you made someone a demon lord and they were trying to keep together their moronic minions long enough to crush the humans.
You could inject a ton of humor and over the top nonsense while still having at the core everything you say. Kind of like how Command and Conquer got away with how much it did. You just have to build several degrees of separation between reality and the game world. Especially if players get to choose the good/evil nature of how they play.
I mean look at Rimworld and Sterllaris. Both of those games let you do all sorts of horrible things but it's abstracted enough and left to player choice so nobody cares.
@@Ralathar44 Agreed. Hope someone actually make that game. As an awkward introvert, that sounds like as strong a power fantasy as playing games as super heroes :)
I also love how Life Is Strange pushes this moment by disabling your time turning powers. Its the first real "life or death"-situation and its that much more real, because you only have one attempt, while the first 2 episodes up until this point have been mainly about learning to use this ability.
While I do agree that it's great, it kinda messes with the continuity of the game since it was clear that Max can go back any time and as far as she wants. It makes no sense how she can't redo that moment regardless of its impact emotionally.
@@MegaTech81 maybe high emotional stress somehow messes with it? or whatever gave her her powers stopped working? idk never played the game
@@MegaTech81 there's a lot of things that messes with continuity, like how in episode 1 you can choose to either help Kate out from getting harrassed by Chloe's stepfather, or take pictorial evidence of the harrassment; if you rewind after taking the picture, the picture is essentially erased, despite episode 2 (at least I think it was episode 2?) allowing you to take objects with you across time and space. What it ultimately boils down to is where you allow your suspension of disbelief, as it is ultimately a story in 5 parts written and tweaked as necessary - there's bound to be a plothole here and there, both small and big.
@@taliyeth Not remembering your time travelling character can take objects with them or not isn't "bound to be a plothole or two"
It's plot convenience, the best writers don't forget such a major detail about their main character.
One would need to be a total blue who's read far too few stories in their lifetimes to respect something that shows as little care to your details as this. I can presume the story is formed around just creating as much hubris and dramatic scenarios as possible and think that that's "engaging".
"Hol' Up A Minute" making its rounds I hear ;)
stopped the video and pressed ctrl+F to find fellow review fans ^^
Glad someone called this out already.
I noticed that too!
I instantly scrolled down to the comments too haha
This was actually the second unexpected "hol' up a minute" I experienced in a new TH-cam video today. Making the rounds indeed.
Human Revolution's interactions are incredible and one of my favorite parts of the game. I would never have thought that when negotiating a hostage situation, one of the most effective ways to get a terrorist on your side is to just call him an idiot. It actually changed the way I look at dialogue in games. You're not superficially charming him, you're talking in a way he understands. You're empathizing with him.
(It was especially notable because I played Mass Effect not long before, and I was continually frustrated that Shepard's dialogue would often be totally different from what the option made it look like he was going to say.)
So that hasn't changed. I hate the dialog in the Old Republic as it feels way too much like...a game mechanic.
Human Revolution is one of my favorites and the best ways negotiations are done. it's not some RPG mechanic that requires the right moral point or stat check, it requires you to think about how you're gonna convince the other guy.
Mankind Divided perfects it by giving more to it, and the writing too.
I prefer Mankind divided
@@mohammadqasimawais9155 I like both, a lot, more than the old Deus Ex games, I really hope Adam Jensen get's a third game that's the best of both.
I remember when I got to a point in vampire the masquerade bloodlines where I had to deal with this gargoyle but I didn't have enough persuade points for the option to pop up but the options I was allowed to chose did let me convince them to back down, I had to figure out what was the best option but I manage to figure it out.
Something similar happened with fallout 1. you can get a document that proves the master's plan has a fatal flaw but you can also convince him to find out about the flaw.
By the way I'm Autistic and I think these sorts of things could be great for helping us learn about social skills (I managed to pick up some after many years of observing media closely so I have some experience with this.)
11:10 I feel that social interactions in games are a safe space to learn those interactions, as actions have no real-life consequences. You can learn real life skills from video games, and especially multiplayer games with high communication content were immensely helpful for me to learn social and language skills (as the stressful non-verbal part is removed in that context and the communication is outcome/task focused, which helps immensely). I've learned as much about social interactions from games as from etiquette and communication books, or on learning about social behaviour from movies or series. This is always a double-edged sword, though, as it's difficult to ascertain if the interactions especially of single player games are realistic and thus helpful in real life.
(High-functioning Aspergers, here. Basically just socially inept, very introverted/focused on a core group and seen as eccentric by most, but nothing debilitating. YMMV on a person per person basis, though).
VERY insightful comment here. Thanks for sharing.
huh, that explains why i pretty much only play online multiplayer games. I'm on the spectrum too and find people very threatening but socializing online in games was always so much more comfortable
@@kevinbissinger - this is an old comment now, but this is a really interesting perspective on this. i really, really hate using my real voice in online games. character voice commands? those are great - those have a sort broad scope of interpretation among players (eg: consider how the "thanks" voice command in Team Fortress 2 can be both genuinely supportive or incredibly sarcastic depending on circumstance alone). text chat is worse for me, but not terrible - at least in text i dont have to fight with my voice giving the wrong inflection and accidentally coming across like a dick. but if i have to use my real actual voice? i fall apart. i struggle with keeping the correct tone in my voice, especially for short interjections, and doubly especially if i cant also use my face or body language to support my meaning. real life interactions have that, where as games limit me to whatever animation i can force my character to do (few of which are appropriate for actually conveying tone).
this is somewhat inspiring me to consider a game where you play as an autistic character and have to navigate conversations, but done in such a way that even an allistic player will likely encounter the same social faux pas that an autistic person might experience - and no, i dont mean confusingly labelled "say something nice" options that are actually just flirting that takes you straight into a saucy scene with no confirmation. i'm not sure how it could be pulled off, but its definitely an interesting idea to explore.
Was about to comment on the challenges people with autism might face when needing to read faces or social queues but then you mentioned it. That's a part of why I really like your videos, you don't just talk about the games themselves, but also about the wide variety of people that play them :)
But he also admonished the very thing he mentioned, in Deus Ex.
I'd argue in the case of autism, attempting to make the dialogue simpler is actually a very, very bad idea. (Assuming it isn't a difficulty setting or the like)
Roleplay is one of the most common techniques to help kids with autism cope with the real world, having roleplay in a game with -sort of but not really- real consequences is a major help.
Adding some sort of feature to make it more accessible is *not* like adding a color blind mode.
So I'm strongly opposed to trying to add an accessibility feature around dialogue for people who normally struggle with social queues. The intent, presumably, behind adding such a feature is to help someone. Specifically in the case of autism, it does the opposite. The problem most people have with autism is not picking up on the social queues, not because they aren't observant, but because they often aren't even aware that is something they should do. So I would argue a simpler, more traditional dialogue system can actually harm people with autism.
As an autistic, I don't completely disagree with a social disability option in games, but I think it would be best with some kind of "are you sure?" dialogue, there are some people with social disabilities that are incapable of reaching higher levels of capability. But In general, I think games based on social interaction would be a great tool for teaching less socially inclined Autistics that are capable of improving since it provides a safe environment to fail in. Many of us struggle with anxiety that makes things with "normal" stakes into much larger stakes in our heads. Many of us are drawn to games because the stakes are much lower unless we want them higher.
@@SirSpence99 I don't think games should really have the obligation to be "helpful" for people with ASD. It's certainly good for games that serve that purpose to exist, but it's also perfectly fine for a game to not be trying to serve as a sort of therapy but instead to just be a fun thing that can be enjoyed leisurely. So I think it's fine if a game has an option to turn dialogue encounters from a test of picking up on social cues to one based more on linear reasoning, that isn't at all a bad thing since the goal would be to essentially make the encounter as accessible to players with autism as they'd likely be to neurotypical ones.
@@SirSpence99 From what I've read, it is common for people within the spectrum to become skillful in reading faces or social cues, although from a different perspective from neurotypicals: instead of relying on intuition like most people, people in the spectrum tend to rely more on logical thinking and interpret those expressions more like a puzzle - which does take a bit more time and effort than relying on intuition - and it can become quite exhausting in social gatherings. But at least when it comes to characters in movies or games, where there is less pressure and you only have to focus on a screen instead of having stimuli coming from all directions, it doesn't seem to be a problem for a lot of people. (if nothing else, as you said, it seems to be a safe playground for people in the spectrum)
If anyone with more experience in this matter is willing to share it, I would appreciate it.
5:33
"It's been two years since that kid died, when are you gonna let me off the hook? Yeah, I took his life, he was a threat, and you knew it, so don't come here acting all high and mighty!"
Mark Brown: *That's super cool*
Additionally, I think it would be cool if instead of using dialogue to skip gameplay or game events, perhaps we could talk our way INTO gameplay, such as convincing a faction leader into letting you participate in an important mission or unlocking some side quest that would be otherwise inaccessible to you.
It would also be very interesting in terms of choosing routes, like I generally try to stay on everyone's good side but not choose *A* side too early the first time I play that kind of RPG; maybe unlocking faction-specific options could be something you can only get by going full-bore for that faction in nearly every encounter rather than playing the middle. I think that could be balanced to encourage a lot of replay going different routes.
I had an interesting but awesome expierience replaying deus ex: human revolution that I thought I'd share.
For starters, it's important to know that I have played and beaten deus ex once before as a nonlethal/kind type of character. I don't like pushing NPC's buttons as it's not in my nature or personality to wanna see them react negatively.
My second time around I went for a more roleplaying approach as tried out a lethal or nonlethal depending on the situation asshole of a detective type character. When I got to the police station I was convinced that the only way to TALK your way through the guard was to reassure him of what he did and he in return would let you through. Despite believing that I went ahead and went full boar aggressive against him. He of course responded very negatively, very angry at first. But some more pushing and he broke, he felt worse than he may have had before and simply let me through because of feeling defeated.
This comepletely blew me away but it felt incredible to see how the world (more specifically a certain NPC) reacted to the way I chose to play my character. Still one of my all time favorite role playing video game expieriences. Thanks for reading.
I'm currently playing it for the first time, and the dialogue system/gameplay is unlike anything I've ever seen! Blew my mind!
I'm playing Mankind Divided for the first time and I'm constantly blown away by the many routes one situation can be approached and dealt with. Probably, one of the most underrated series out there.
I shit on him so damn hard on my first playthrough that the dude started crying.
To anyone who is curious, the social boss battles in Human Revolution are PERFECTION without that augment. I would try so hard to get a read on people, think about their what they've said or done previously, and when you are successful in the end, it feels so satisfying. I highly recommend playing the game without that augment.
i have never seen a comment section with so much words per comment
Yes.
I actually don't remember anyone doing that last idea, starting with single-person tutorial chats but quickly moving to more complicated multi-person conversation scenarios where you're not just considering the person you're talking to but also who else is present and if they will interrupt, if you can draw them into the conversation, or if they change their opinion about you just by being there listening. Just making sure that a certain "combo" of people are present when you make a diplomatic attempt could be its own mini-game.
"Can we make talking as much fun as shooting?"
Danganronpa: "Why not both?"
CONSENT!
"But can you SPELL knife in this fun minigame?"
@@jojbenedoot7459 THERE'S NO K
@@jojbenedoot7459 On the meatbone, meat bone on the, bone meat the on
I like the way The Council tried to implement RPG elements in an all narrative gameplay experience. It ends up being Life is Strange but you have a skill tree and consumables, and I think it turned out interesting enough on the speech challenges.
I always get a great sense of satisfaction when I can talk my way out of things instead of using fists and guns. There's something about defeating a foe with your mind and words alone that's so gratifying.
You've talked about how dialogue options let you skip gameplay, but often shooting someone in the head lets you skip dialogue. So it can become a matter of what the player is interested in, and whether the designers put enough cool stuff in the dialogue, or indeed in the combat, to make it worth not skipping either of them. That choice of skipping one or the other is really valuable when as a player you want to do both, because at that point it is an actual choice between two actual valuable options. When faced by that kind of choice you can really properly lean into the character you are playing and let that guide your decisions, but those decisions have to have weight behind them, they have to build towards a complex whole greater than the sum of its parts, otherwise they'll fall flat.
I find that I've played so many combat based games that I'll often take any chance I see to skip a fight, but in a roleplaying game I dont want to make that kind of choice because of who I personally am and what I personally like. In an rpg I want to make those decisions based on who I'm trying to play as, but shallow systems like that fallout nv 'skillcheck to skip the fight' dont encourage that mindset. Likewise systems that drop the ball on keeping combat engaging dont leave me with the kind of choice I want to face.
It cant just be an all or nothing approach, and just having actions add points to the 'good' ending vs the 'bad' ending, and maybe there's a 'neutral' ending too (how exciting... not), that doesn't give me the kind of control over who my character is and their position in the world that I want to see. I can get that experience out of a ttrpg with a living, breathing, thinking dm running the world, but videogames seem to have a ways to go yet. So many of these hundred million dollar productions are barely dipping their toes into an ocean of interactivity.
How many people shoot NPCs to skip dialgues with them? Don't be silly.
@@StevXtreme most people, but they're in god mode or are in no weapons allowed area.
@@gamerdweebentertainment1616 Guy, please.
@@StevXtreme Well for the most part, you can't. When a conversation happens in most games, it's either with an ally, so you shouldn't shoot them, or a cutscene, where you can't shoot, or a dialogue tree, where again, you can't shoot.
I can definitely imagine that given the option between diplomacy and combat, someone might pick combat, much in the same way that a lot of people choose combat over stealth segments.
Obsidian's Tyranny has some really great interactions and diplomacy. Getting a band of rebels to run away without a fight or surrender their leader is extremely satisfying when it's not down to stats or rolls but just choosing the right thing to say and having done the right things in the past.
You know what makes entertaining dialogue options? Good writing. There was generally more parity between writing and combat in a lot of older RPGs. Compare the first two Fallouts to New Vegas. More dialogue and less combat (because they were role-playing games, not shooters).
Also, the game didn't tell you which options were from skill checks, and those options were more often a way to access additional content rather than just bypass the fight immediately in front of you. The end result was that using a high speech character gave you additional options for role-playing without just acting as a skip button. And, they were entertaining to read.
I loved New Vegas, and I think it's a well-written game; but Obsidian inherited a set of high level design decisions that were bound to result in a game where a player views the combat as the game itself, and the dialogue as what happens between the game.
New Vegas has more lines of dialogue...and I spent more of my time in combat when playing Fallout and Fallout 2, which bugged me...mileage varies, as you take off those rose tinted glasses.
@@nathanlevesque7812 Mileage varies dependent on play style, certainly. But I'm thinking of a number of specific instances of dialogue that run counter to the video's estimation of what skill checks are about.
And I don't just mean the overall quantity of combat vs. dialogue, but also their relative importance in the player's perception. The video suggests that some dialogue results in skipping 'gameplay'. That only makes sense if dialogue is not considered gameplay. I don't blame him for viewing it that way, because the game's design suggests it. But personally, in older or recent playthroughs, I have just as much fun with the dialogue in Fallout 2 as with the combat encounters. So why does it matter if one is systematized, and the other is pre-written?
In other words, if the dialogue is fun to begin with, it's not necessarily a problem to be fixed.
I should elaborate on my problems with the dialogue in New Vegas, which I think are causing the issues mentioned in the video. Only focusing on it because it's actually a good game.
There are a few things that I don't like:
1. The game shows you which skill gives you a dialogue option and what skill level you unlocked it at. I understand why this is done, but something is lost in the process.
2. Some options you can't choose are still shown, letting you know what you need to pick them.
3. Options you haven't chosen yet are highlighted, ones you have are greyed out.
IMO, the net result of all of these is that the developers are funneled towards writing more formulaic dialogues [e.g. this is the skill check option, this is the character background, this is the info dump on the setting, etc] instead of something more dynamic or unpredictable. Meanwhile, they're encouraging players to game the system instead of treating it like a real conversation. You invest in the skills you need, you mine out each conversation till it's done, etc. The problem is the system being gamed isn't fun. GMT is postulating ways to make the system more engaging, which is good. But I'm saying that an alternative is to write it in such a way that players don't want to treat it like a system. Keep certain information hidden, and allow for writing that can surprise players. Throw in skill checks that exist for their own sake.
Not saying New Vegas doesn't do any of this, but I think over time game devs have figured out efficient codified work flows that tend to lead toward more formulaic writing. I'm guessing a lot of early RPGs had the advantage of both smaller dev teams and a lack of set standards in how a conversation should be written. If a good writer's free to write a natural dialogue that doesn't need to follow a set formula (like that blasted conversation wheel), the result is more likely to be interesting. And it doesn't need to feel like a game to be good.
@@jabberw0k812 The first Fallout's Final Boss encounter is special to me. I accidentally got myself caught very early on and got brought in front of the Master. (Something that was very good to me, since I was either talking my way or having my companions fight like slaves)
Then since at the time I was playing blind I didn't know how to talk my way out of it or if I even can.
But I proceeded to go ahead. And I did it on first try and essentially got to escape without having to fight anybody, thus I dealt with the last level (I mean, there is the factory) without a single fight...
Minus the bug where if you move too early, the Master's turrets and Super Mutants still attack, but I managed to fix that by waiting so it was fine.
It's a fun talk where in the end you prove that his current plan is unviable with evidence and logic.
11:02 Asperger's Syndrome, here. High functioning. I crave games like this. I would go so far as to say that games that require negotiation and provide the player with the option of talking their way out of battle have taught me more about social interaction than I ever would have learned otherwise. These games have helped me acquire social skills and empathy that often surpass the skills of those that were born with it. If I had the option to turn on some sort of accessibility options that made that part of the game easier, I may have never gained such a valuable skill.
Yes we can, if the dialogue is written and delivered believably, i often times prefer it when i can talk myself out of a situation in games that allow it.
I think (camera) direction is also important.
I disagree, it's just that the game trades a depth in raw game-play for narrative depth. The twist between the savage portrayal of Caesars legion and how smart the leader is - tempered by his the fact his intellect is used to establish a totalitarian state that just might help the Mojave - is an interesting narrative bit. I also feel like they reward and encourage speech (and barter) checks by allowing a greater access to the narrative, like how talking down legate Lanuis allows the player to learn how the supply lines will eventually kill the legion (rather than a generic "Don't be bad, be nice" option).
There is also an interesting case of how the game actually introduces a logic puzzle. If you talk down Lanuis using speech option where you bluff him (gained after a DLC), you can do it with 90 speech, but will fail if you suggest the legion is betraying him (which has the speech check like other option). However, the game doesn''t really have enough of these events (you need the Lonesome Road DLC, and be against the legion for this).
Yeah, I feel like that's a bit of an issue (I like options where charisma can give you an advantage, but not just outright skipping a challenge). I feel like New Vegas's better narrative gives the game more leniency as well as having other skills that let you avoid quests (pick-pocketing notes - and using confirmed bachelor on Manny is quite funny). It also doesn't allow you to skip quests just combat parts (from memory, just Manny and healing Caesar can be ignored with speech - but also having other speedy option)
@@colin-campbell How is it deep as puddle? The game has several quests that have multiple outcomes with several branching paths. I mean, Mark did a whole video on a single quest and how many ways you could tackle it (Beyond the Beef). A lot of quests are like this, and it's one of the reasons why Fallout 3 quests gets rightfully criticized: the majority have at best two outcomes and the way to reach each outcome is overly simplistic and very rarely take the skills of the character into question. Fallout 4 quests are even worse, most of them are MMO fodder of "kill or get this, get reward".
Or let me guess: you are one of the contrarians that i have seen popping in recent times that just criticizes New Vegas solely because the Bethesda Fallouts get heavily criticized while New Vegas gets the praise it deserves.
@@colin-campbell Sure, there are some quests that are simple, not every quest is meant to overly complex. But i can list dozens of quests that have several outcomes with multiple branching paths like How little we knew, Come Fly with Me, pretty much all the companion quests and several more. Even Volare has optional objectives that can be done if your character skill is high enough to do them.
Even with this, simple quests can also be just as good as complex quests if the narrative and writing are well done. All they need is a point, something more than just "do this, get reward and leave", something that adds to the world, affects even in a minor way. This is another reason why Fallout 3 and 4 quests fail: they have no point and add nothing to the world.
Doesn't really change the fact you are wrong and you are cherry picking some quests to make the majority of the quests in New Vegas seen overly simple and basically have no depth. Even the simple ones have multiple dialogue checks that can be tackled by a variety of characters. They actually take character skills into question.
In witcher 3, you can avoid a lot of fights including bosses with a more "diplomatic" dialogues. You can even "jedi mind trick" people to make them forget about the confrontations. Also it might be simple but you can haggle your rewards thus give the feeling that we actually talking our way through for a better advantages.
I like how Witcher handles avoiding fights in more impactful moments - whatever your decision is (to skip a fight or not) you are always skipping something - by killing someone you remove all future interations with them, meaning that more hostile approach will lead to you getting more involved interactions now at expense of potential interactions later on. I like how they balanced it for overall playthrough - consequences are far enough in the future to make skipping a fight feel rewarding when game retrospects to previous interaction, but at the same time game is long enough to not make you feel missing out on content either way. In the end it seems like a choice between action and narration you can make one dialogue at a time - tuning the game to your preferred playstyle as you go.
@@asmonull not nessisarily. Sometimes dialog can add gameplay or switch it up. You get many instances where through multiple actions and choices it can result in making an enemy or a friend and later on you could be fighting against or with that friend making that choice meaningful in gameplay. Look at Dijkstra for a good example. The Witcher 3 is a good example because you never know the result of a conversation. Avoiding a fight now may cause a bigger one later or may make another easier. Not talking your way out of a fight may cause what could be a larger battle to not happen. A lot of the times killing someone will cut off a questline. Also with the very natural flow of dialog choices it almost never feels like a trivia guessing game either. I was surprised he didn't bring up the witcher 3 for his video. The dialog is by far more interesting than the gameplay. Usually when I choose to kill someone its because narritively, I personally hate them (example, Whoreson I murdered but you can let him live). When I choose not to kill them, I like them or feel sorry for them (Kara, and it opens up more gameplay and mainline story to keep her alive, but you can kill her). It just feels like natural decision making not skipping. Plus, like I said, the whole mysterious outcome thing makes it work. The Bloody Baren questline shows how one decision nomatter what will kill many people, its just different people. Save one life and a whole village of children die and someone gets a nasty curse causing a family to be torn apart even involving suicide or by killing that life and seeing other communities suffer and die off but actually have a chance at reuniting the family. You just never know the outcomes short term or long term. It takes guessing or reading people out of the equation, there is no silver tongue in the Witcher. Its just what would you do? Then you ride with it because you can't go back by the time you see the outcome.
@@MrKing-qd7gi reading through your comment I thought you were talking about Elex until you mentioned Witcher. Very underrated game because of its clunky combat and npc's being clones of each other but the exploration and politics are top notch
@GiRayne the problem is Witcher fanbase considers that this game fits in every genre in a a perfectly possible way, but it's definitely not the case.. I don't understand why they talk about w3 in such an overly exaggerated manner. W3 is an unidirectional rpg that does an awful job when it comes to tackling a quest in multiple ways.. For example in fallout nv, there are 5 distinct ways to kill a mid game antagonist Benny.
@GiRayne if being linear and telling a story about a written character disqualifies a game from being an RPG, then what do you consider Dragon Quest, Final Fantasy, Breath of Fire, Chrono Trigger... basically the entire genre of JRPGs lol
i feel like you started from your viewpoint and then worked to justify it, which is kind of the opposite of what you should do
Another thing to consider is that like, dialogue mechanics simply aren't fleshed out morally like combat scenarios are, like you have the classic lethal/nonlethal/ghost option in a stealth game for example, but talking to people in a video game is pretty much always the morally superior option unless you're specifically choosing the "jackass" dialogue option, but a morally complex system instead
Consider the following: you need to go through hang territory for some mission, and you have a few options: fight, sneak, or meet up and negotiate, however if you choose to negotiate, the boss might demand you help one of his cronies to deal drugs, in a nonviolent sidequest, now the player has an important moral choice; is your dedication to pacifism more important than preventing drug circulation. Or maybe you can choose to pay him, but with officer funds, which later might get whistle blown that the police are colluding with gangs or something.
I think that goes back to how much more expensive dialogue gameplay can be to produce than combat; it's meant that game designers haven't had as much room to experiment, innovate, and lock down on what kinds of inputs and results can make a dialogue feel good to play through. The same way we've seen combat mechanics diversify for example shooters with the fps boom where every gamedev and their dog had a new take on fps gunplay, or look at how platformers have benefitted in gameplay diversity with the indy boom bringing us such different modes of play within the broader platforming genre as seen in meatboy, shovelknight, and spelunky.
"is your dedication to pacifism more important than preventing drug circulation"
What is the objective in this scenario, you crafted?
Take "care" of the gang's boss?
Just to go though the territory?
Or you choose how to deal with the current problem which this gang?
"however if you choose to negotiate, the boss might demand you help one of his cronies to deal drugs, in a nonviolent sidequest"
Since their is side quest it is ok to presume, that this gang and/or the boss are important to the overall story.Then it would a plus to get on their good side.
"Now the player has an important moral choice; is your dedication to pacifism more important than preventing drug circulation"
What is the drug?Is it dangerous or addictive or does provide benefits to the person using and little to no drawbacks ?
And why was this drug made illegal?Because of what it does to people?Is it natural or chemically made?Or are people are ignorant to what is really?
Depending on what you answer's are,it would make the story more interesting,like this one scenario i encountered which you can stop a drug trade,simple right?but here the twist the buyer needs this drug to live,but it was made illegal on the process of how it was made.however the price for drug is reasonable for how hard is it to make and transport and sell.so what do you do?do you stop this deal? do you help the drug dealers in their illegal plans or do bust them and turn to the proper authorities ? it would more interesting if was more morally complex rather then the answer being obvious.
and you not stopping drug trade your deceasing it ,your taking the supply and not the demand,meaning people will always find a way around to get the things they want .
The War Room from Dragon Age: Inquisition was almost my favorite part. A game that focused on that and then interacting with characters after missions, or conducting after action reports, and with a healthy bit of strategic/diplomatic thinking would be amazing.
One thing I don't like about the War Room is that when selecting normal missions (not the ones where you progress the story or go to a new area) that there is no briefing and debriefing about them.
Shooting or talking?
Danganronpa: Why not both?
i was mostly thinking about dangan ronpa and phoenix wright throughout the video
Took it from my mouth!
That’s exactly what I thought when I saw the title. 😂
Scrum debate from v3 is one of the most satisfying gameplay abstractions of an argument I've come across. The rhythm of it, the way you've got to think on your feet, and tackle each of your opponents' points one by one. Really awesome bit of gameplay there.
I was expecting some sort of mention of DR
Fire emblem (at least sacred stones) had something interesting:
Some characters could be recruited by talking to them, but it had to be done by a certain character. Which character? You learn that from the story.
Those tend to be the more interesting recruitments. A lot of the time, the answer to "Which character?" is "The main character," regardless of context. Examples of this include Amelia, Cormag, and Duessel. Tharja from Awakening is an especially egregious example of this. A major part of her characterization is her obsession with Robin, and yet it's the main lord Chrom who needs to recruit her anyway.
And then there's Marisa
@@luckyc4t110 Awakening had Chrom be the default recruiter (or at least *a* default recruiter) for a number of situations, presumably so the player wouldn't be punished for not picking the correct character for the mission. It does make recruitment a bit too easy in some ways (after all, Chrom is required for all missions except DLC maps), but I see why they did it that way.
or you read the wiki.
This channel is always great for helping me with planning D&D, and this video especially addresses a common problem in that!
11:02 as far as i've seen you are the only person whos covered making this type of gameplay (on youtube at least) that has mentioned that. having autism myself, im frequently frustrated that it's left out of conversations about these kinds of things so thanks for bringing it up.
Can We Make Talking as Much Fun as Shooting? | American Teacher's Toolkit
Can We Make Talking as Much Fun as Shooting? | American Policeman's Toolkit
Oof. Dark humor is like a kid with cancer, it never gets old.
Imagine the quiet kid who played xbox live throw insults
This comment and the replies are cursed
@@swishfish8858 I am so annoyed that I actually laughed at this😂
I would love a combination of the deus ex and abstract mechanical approach to dialogue. Like you could learn about the person you're gonna face and build your card deck or whatever according to their personality, their history etc.
I was JUST discussing this with a friend the other day. Combat is often the "default" when it comes to gameplay in a lot of games, but I love seeing games focus more on non-combat gameplay
Obviously RPGs do this a fair bit (some more successfully than others), but I'd love to see it in more games.
as he points out, the general rend has to move away from MCQ tests as the basic formula here before that becomes really viable as a trend... which is a fairly circular issue given that so few games center on anything other than combat, very few can afford to move away from the default solution, which is a MCQ exam.
Its because you kids just buy games about shooting...and praise, stupidly, to no end.
You reap what you sow, that said if boy of war 4 is an example probably the 5 will just be cutscenes and qte
"Narrative Gameplay" doesn't fucking exist, at best you are just writing a CYOA book.
Combat IS gameplay, as well as pretty much everything else that IS gameplay like puzzles, management games, city builders, racing, arcade,etc that are not necessarily about combat.
Even the example mentioned in the video with Griftalands it pretty much made Dialog into Combat.
@@adrixshadow
"Narrative gameplay" exist. It's how the narrative is expressed in gameplay, now i do not understand what you are replying to so I cannot say they are right or that i support their ideas.
All gameplay is divided into "sub gameplay", that need to be designed.
@@1r0zz Exactly in the 90's people didn't buy games about shooting shit, just narratively deep games with intricate and engaging dialogue gameplay
Holy shit, Alpha Protocol has been mentioned. Nobody ever talks about that game, and I seriously love it. The gameplay is jank, but the conversation aspects, and freedom in options is wonderful. It's truly one of the best written games I've seen even if only for all the branching paths.
Another example of dialogue combat is insult sword fighting, from the Monkey Island games! Pretty rudimentary, but the comebacks are quite fun
You fight like a dairy farmer!
And then came Tales of Monkey Island, where the writer(s) really wanted us to know how funny the "you fight like a cow" line was.
I am rubber. You are glue!
That's a mechanic in the new Kill la Kill fighting game, you can get into shouting matches with your opponent partway through the fight
I'm sad that it took so much scrolling to find the FIRST Monkey Island comment.
Well done.
In Fallout 1 you could talk you way out, but the phrase wasn't highlighted with a [speech]. Which means that not only you had to have the good level of speech and chrisma but you also had to think for yourself what you should say. Even if rightly skilled, not choosing the good reply could still had disastrous consequences.
That's not entirely true as if you took the empathy perk, the good options would be colored blue and the bad options would be red, so a social based character just gets told what options to pick.
In spite of all its flaws I think Alpha Protocol still stands up as having one of the best dialogue systems in recent years.
Alpha Protocol is, honestly, an uncut gem. The formulaic gameplay really did it no favors.
I wanted to enjoy Alpha Protocol for that alone. Too bad the gameplay was just....no
"I told you, I only have SISTERS." Good lord is that some telegraphed writing.
Yeah I couldn’t really get that into life is strange because of the young adult novel level writing
While yeah some of the dialog can be quite corny, or cringy, there is so much more to that scene then what is shown here. Max's rewind powers are used up at this moment, so there are no re do's just one chance. Also a big underlying narrative of the game, is the question, does max actually care about the people she talks to? Or does she only care about the outcome while using her powers. So "I told you I only have sisters" is cringy, it really does show that she never paid attention to her friends, it's a failure of max, and by extension the player.
@@thatonedudea One thing I also consider for that specific line, is that gamers generally feel cheated if they fail at a something and have no answer as to why. Having her specifically call out the fact that she has sisters, not only tells the player what it was they messed up, but also informs the player that they were given the answer at some point.
I think that's kind of the hard part about writing for games that also emphasis choice/discovery. How can you invoke emotions in players without them feeling as if the game is working against them? And sadly actual conversations in real life can be vague/confusing and generally are more up to randomness then anything told in narrative format.
@@valeoncat13 The phrasing is awkward. It could've been more of a surprise reaction:"brothers? What are you talking about? You never really knew me did you? At least you cared enough to pretend. Thanks, I guess. *throws self of roof*"
The language seems rough, though.
I think there’s a problem with how these kinds of games punish you for missing evidence. It often becomes a game of hidden item collection before you can progress through the case. Sinking City had me going through libraries and city hall documents only to find out that I missed one clue that was hidden under a shovel. That’s pretty frustrating. It should’ve punished me for missing that evidence when it was time to present them, by either lessening my rewards or failing the case. Heck, I think it would be really cool if my conclusion was wrong or off-kilter due to my poor deductive skills and it gets me a different ending to the case. That would add some depth to multiple playthroughs because you’re not only facing moral dilemmas but your detective skills are also being actively put on the test.
There's actually a Chinese game (translated of course) called Soulslayer that allows you to go through with the consequences of a failed deduction! It has some quirks to it, but it definitely allows you to be wrong, which I really liked. Although for me it was a pretty short game, I'm not sure if that's the norm or if I just got lucky with my deductions since it's been a while.
Like the detective side-quest in the first city in witcher I?
Midway through, great vid so far, just wanted to say it’s dope that you have captions dude
I think it's a cool mechanic that could be improved upon. However, I think developers who want to focus more on the social aspects of the game should make it clear that you need to be "paying attention" to certain things. Giving you more in game clues or hints about a certain environment the same way they tell you to prepare for a fight by leaving extra ammo or health right before it.
Absolutely.
As it is, and there was another comment that went into more detail, a lot of games that *do* have more robust dialogue also require you to pay a lot of attention to the environment, which is great, but the only problem is that there's no way to know that you missed something without spoiling that you missed something, and sometimes it's something you need.
There needs to be more of a precedent for subtle telegraphing in these kinds of games. In the FPS, it's a room that's somewhat conspicuously rich in supplies. Anyone who *knows* these kinds of games knows exactly what that means, and even if you don't, the thought might cross your mind, and you'll still get geared up regardless, so even if you aren't mentally prepared, you're still prepared.
A lot of adventure and horror games have good analogues, along with... games/experiences like Her Story.
It's doable, but I get the sense that it's really only great for dense spaces. Like walking into murder scene for the first time or something similar.
Really interesting video. I came into it thinking "No, talking will never be as interesting as combat or stealth". My mind has been changed.
I particularly like the idea of the player having to pay attention to details in the story in order to go through a dialogue segment. There's a lot of cool stories that can take advantage of that.
Omg thank you so much for writing this. I've wondered for years where are the games that actually explore social an emotional systems. We've pumped so much money into making games look more realistic and it's been hard to find games like those you've mentioned here. And I would have never come across these had you not compiled this list. This is getting me excited for a new project.
A lot of the time dialogue choices or binary ones are about making the choice itself interesting. Sometimes by obscuring outcome, as when you don't know a person well enough, or the choice becomes an affirmation that you do when you have that information. Other times it's making it a moral conundrum, such as whether a decision that benefits you more than them is really worth it or you should just deal with the alternative.
*Soft information*
My favourite is when dialogue just leads to *Soft information* where its value isn't immediately apparent, and it really tests your ability to pay attention.
It works best when there's also *soft interplay* between the game mechanics. Such as you're at a party to meet a diplomat to discuss something - that's your actual goal - but talking with people to find out a hallway is unguarded, use stealth to navigate it, combat to knock people out, get information from the environment, and talk your way out when you have that information, and because both the goal was different and the information casual, you have full ownership of that decision.
*soft logged information*
Another thing that's especially good, is if the game has a text-parsing engine, so you can type in conversational topics for extra obscure shit such as eavesdropping on some people using a code word - but to make sure you actually pay attention, you have to manually put it in as a topic. or something gets mentioned offhandedly, and you decide to press on THAT instead of whatever the game would normally serve as branching dialogue.
Basically, to me, it's about agency and having ownership of the decisions through making them subtle and perfectly missable.
GMTK: Can we make talking just as fun as fighting?
Toby Fox: *Yes. Yes I can.*
7:32 Did you sneak in a reference to another great TH-cam-Channel about Gaming there? :D
That was dooope
HOL' UP A MINUTE
I loved it!
archontaboo girlfriend reviews
sneak attack so good
Been awhile but Red Strings Club did a good job of this as far as I can remember. It was all about naturally setting the mood and leading the conversation to discover useful information which you'd then use to open up dialogue trees in other conversations or using the information to discover bonuses in the game world which would make conversations easier to navigate.
Haven't watched the video but SMT and Persona does this really well by incentivizing with items or new allies and it's based a lot on your recognition on how demons previously interacted with you and understanding of them and I love it
okay but some of the hold up questions are such bullshit
Okay, can I just say that at 5:07 with the game you're mentioning, I love how they specify *EXACTLY* what you will be saying when you pick the options? This drove me crazy with Telltale Games, especially the Walking Dead.
The reasons I love the werewolf quest in the Witcher games. You can either treat him like a typical monster fight, or tell him the truth about his sister in law's intentions, thus leading to an outcome of a passive ending to the hunt (I'm avoiding spoilers for switch fans who are holding out for it to come and haven't played it elsewhere yet) there's a few others like this in the game, and when you do come across them it's an interesting change compared to combat with every single monster you come across, reminding you that sometimes monsters are living beings too
Great analysis. Most talking in RPG has been resolved very blandly. Great to see there are alternatives.
Girlfriend reviews + Mark Brown crossover when?
I really didn't expect that. It was awesome :-D
Holupaminute!
Didnt know I wanted this
Marvel: Infinity War is the most ambitious crossover in history
Mark Brown & Girlfriend Reviews:
yes please!!!
I'm on the spectrum and found that LA Noire helped me to understand facial expressions through gamification.
Speech option is always my favourite option!
On the flip side games that rely on emotional skills could be excellent learning tools for gamers with some form of ASD. As someone with ASD I often find that my brain draws from sentences I've already heard work in a given context especially if I'm on verbal autopilot because I'm running out of energy to socialize or trying to maintain energy because I know I have to do a lot of socializing. So a game as a teaching tool for people who like me tend to struggle in social interaction by teaching us to look out for certain tells and equipping us with a series of neutral phrases that we can fall back on if actually thinking through the way to many social cues that bombard us in any given social interaction is too stressful would be damn useful and helpful.
"If you ask me, it's a bit of a shame that the game just hands you this information."
but also
"Such in-depth emotional gameplay could prove inaccessible to those who have challenges with social skills [...] so accessibility options should be considered."
Isn't the deus ex thing kinda just an accessibility option that's been integrated into the story?
The Deus Ex thing isn't really an accessibility option and doesn't necessarily account for players on the spectrum as it still tests reading social cues and interactions. GMTK is maybe talking about something like a HUD element which explicitly tells a player what the implications of a character's facial expression or body language are but is left off by default for neurotypical players to suss out on their own.
@@Herptroid The Deus Ex System breaks characters down into 3 personalities (Alpha, Beta, Omega) and basically requires you to pick the type of choice that corresponds best to that personality type. It has nothing to do with social cues or anything its basically a type of social rock-paper-scissors.
As an aside, accessibility options are great for handicapped gamers, but a player without handicap might still want to enjoy to put their emotional skills to the test. And similar to how you can turn on options to make a game easier, it can be frustrating for players seeking a challenge that you can't turn off certain ease of use features.
@@motokuchoma As a person with a mild case of autism myself I'd rather play a game that can challenge and teach me about interacting with people than one where I am just given an easy mode. I would argue that Deus Ex's system isn't really an accessibility option, since it's actually part of the game and is given to everyone.
@@riomh It isn't an accessibility Options as the term suggests are optional after all. And while you may be capable of overcoming such a challenge, some people may merely be frustrated and defeated by this mechanic. You can't make a game fun for everyone, which is why I love games that let you change the rules and alter it to your liking.
The keyword here is OPTIONS
This video came up soon after I had just played through Mass Effect for the first time and felt the same way about skipping Saren at the end. Being able to talk my way out of it simply because I had enough points in charm was underwhelming, no decision-making required. The one scene that immediately came to mind was the one with Kate in Life is Strange, I had to carefully think it through and it left me with one of the most memorable moments in any video game.
I find it kind of remarkable that the graphics of L.A. Noire already look super dated. It doesn't seem that long ago that they were groundbreaking.
Angmering 8 years is a long time when it comes to technology.
@@Canadas_Very_Own Oh, definitely - I think it's more a reflection of my memory and sense of time. In my head, L.A. Noire only came out 5 or 6 years ago.
@@angmering5899 Textures are really dated, but the animations still look really "human" I think. You really don't have this kind of "talking robot" feeling.
@@genroa3881 Actually you raise a good point; the footage in the video from Life is Strange (which is obviously far more recent) looks way more robotic than L.A. Noire (although I guess some of that is down to indie budgets vs AAA budgets).
It's the other way round for me. With Life is Strange, I can ignore the robotic look. The voice acting is carrying the weight there.
With L.A. Noir, I just get constantly pulled out, because the animations trigger a creepy uncanny valley feeling.
Great video, thanks!
This reminded me of the hostage situation in DX:HR where I took an interesting approach, where I didn't convinced the guy to free the hostage still was able to shoot him with a tranquilizer gun in a split-second after confronting him, so the hostage was saved and he was sent to the prison and I could talk to him later. That was amazing, like a third hidden option, better than saving the hostage but being blamed for letting him go or killing or knocking out him but the hostage dying in the process. Best of both worlds, I felt like a hero, haha.
Another thing that I don't see very often in these types of games: how which social group the characters are affects dialogue. For instance, I've been playing Shadowrun Dragonfall and there are skill checks that aren't just selectable based on how high your charisma score is, but what type of etiquette you use. For example, talking down guards requires having the security etiquette or having the corporate etiquette leads to better relations to CEOs and employees. I would love to see more games utilize this mechanic, especially games that involve characters trying to be social chameleons, blending into any type of social group. It's tremendously risky and requires great writing and a lot of thinking, but I think it would be very rewarding to players who want to play as conversationalist type characters.
I really hope cyberpunk 2077 works like this
Why don't other RPGs have mechanics like this?
Fallout: New Vegas does something like it to an extent.. :/
I think that the STALKER: Call of Chernobyl mod does the same thing.
Pillars of eternity does this constantly. You get special dialogue options depending on your race, background, class, reputation and disposition, as well as on your stats or skills (which are not only limited to social skils, as they may sometimes involve history, or religion for example). I also find great that you can decide if you want the game to show you which dialogues are "special" (which are not necesarilly better than normal ones) and which options were closed because you where missing a certain thing.
@@C0C0L0QUIN I've seen Divinity Original Sin 2 do this incredibly well too since how you interact with the world and how the world reacts to you depends heavily on your background.
Speaking of which, DoS2 has its own version of charisma checks where how well you pass it doesn't just depend on high your charisma is but also on how high your other stats are as well. I don't see that in other RPGs and should be utilized further in other games.
Thank you SO MUCH for making this channel!!! One of the best gaming channels on youtube!
I really like how the Deus Ex games do this. But I found that not using the augmentation was actually a much more enjoyable experience. That thing feels too artificial and also kind of confusing, as it feels like it's giving you red herrings. I had more success and found it a more interesting time just trying to analyse what characters said myself, and respond with what I thought they wanted to hear, rather than what the game told me.
This isn't strictly about the video footage but I do want to say props for the automatic video thumbnail. Using the three seconds to show something meaningful like content warnings is a fantastic idea. I haven't seen many videos take advantage of those three seconds, but you do seem to think ahead. I rarely comment but keep up these fantastic videos.
I ask that question in school every day
Underrated comment xd
bumping this comment lol
cursed_comments
Dank memes
I'm really glad you brought up the Life Is Strange's moment. To me, that is one of the best moments involving dialogue in games: it's just so natural and rewarding for player exploration and attention to details, on top of making a crucial moment even more memorable as a real consequence of your previous choices - especially if you consider that, as a player, there's no way to anticipate that or what kind of information you'll need, which makes knowing the 'right' answer more genuine than ever!
4:32 “All of these games test your emotional and social skills, just like how puzzle games test your logic skills and platformers test your dexterity skills”
9:53 “…but it does ultimately mean that combat and conversation end up feeling pretty similar, and are testing the same skills of tactics and strategy rather than your social and emotional abilities”
There was this old point n click game that I still remember vividly (but not the title) that used a silent protagonist where you controlled his facial expression by a wheel during conversation (angry, happy, sorry etc) and the net selection decided the next response from the npc. Always thought it had massive potential once silent protagonists became a big thing and the potential of multidimensional dialogue trees in current games. Would love someone to steal that idea and run with it (as long as they don't do exposition through fucking dialogue!)
The game was Greek myth themed. The golden fleece was a thing... Wracking my brain for its name.... Was pretty short so I'm guessing I had a freeware copy. That's how old it is and I still remember that mechanic!
Edit: someone please tell me the name of this game! I remember a piece of wire being an inventory object, and catching mice in a bucket... Then you could catch a rat, but if you also put it in the bucket... No more mice!..... And one of the dialogues was to be continually angry at a Scottish man til he gave you... whatever. Was sort of fmv if I recall.
Help me out of this misery?
I searched, and the only thing I could find that was greek-themed with FMVs was "Wrath of the gods." Too bad no one seems to have found the answer to your question.
L.A. Noir does a great job of using a dialogue system linked to evidence you collect. I would like to see more games use this to create different scenarios to diffuse a situation or potentially create a dangerous situation from one that was calm
I'm actually really sad Neverwinter Nights 2 was not mentioned. If you played through that game as a conversation specialized Bard it was an amazing experience. It was the whole idea of the normal power fantasy centered around your overwhelming power being that of a skilled conversationalist. Bluffs, threats, diplomacy, putting on a performance, etc you handled different situations in different context appropriate ways. And then there was a trial where you lost any idea of whether you were wining or losing your conversation, which is a big deal since normally you'd know instantly if you succeeded or failed. The entire trial was brilliant, they went as far as to let you finish one of your answers with a bit of performance art specifically to sway the crowd. The only sad thing about that trial is that for story reasons it ends up the same as if you failed it and THAT was the sole missed opportunity of being a conversationalist in that game that I remember. But that trial is prolly PART of what you are looking for so you should play through it as a case study.
Seriously though, if you really want to ask this question go back and play Neverwinter Nights 2 as a charisma focused bard with all conversation skills and the perform skill. Bar none it's the best I've felt to date as far as sheer impact of conversation, though there have been games that may do conversation more realistically in an engaging manner. The fact they delivered a power fantasy via conversation deserves mention and it fits your opening statement and text line perfectly so it's omission feels glaring after your Dungeons and Dragons and even Obsidian reference.
But, and this is important, how you present your conversation depends on what your core aesthetic is going to be. If your core aesthetic is being more of a detective like LA Noire than what you've presented in the video is on point. If your core aesthetic is a power fantasy then you'll want something more like Neverwinter Nights. It's not JUST about "how do we make conversation in games fun", it's about "how do we make conversation in games fun in a way that serves the core aesthetic". Dues EX is neither of those kinds of game sand so neither of those approaches would be appropriate for that. End of the day a super fleshed out conversation system with information collection is unlikely to fit in properly with a fast paced action game because you're now taking away from the core aesthetic of your game.
Thank you so much for listing/crediting the music you use in your episodes. I don't think I would have ever found Blue Wednesday or the others if not for the credits.
This might just be because fps games bore me, but I always feel really accomplished whenever I manage to talk somebody out of fighting in a game. Although it’s a lot less cool when you know that since your number is higher than the number required you’ll just win with no effort
Oxenfree was a great game whose main "mechanic" was its real-time dialogue system. Characters would talk in real-time, and you could choose from various responses or no response at all. No combat; it was purely about character building and exploration.
Vampire the Masquerade Bloodlines exists so yes we can.
@White-Van Helsing yeaaaaa, hopefully the sequel will be the game we all want
Bloodlines wasn't perfect either though, there was a lot of forced, awful combat in between the excellent dialogue, especially as you approached the late game.
@@elpascalmods7384 Yeah, but I still can't get over the twins storyline. It's so good.
Bro I love your videos so much. Such good content, I could sit down for hours and listen to you explain how to make good games and such. Please keep making more videos! I love them!
Just read the Title and i already have to say THANK YOU for talking about this!
Wonderful insight!
Then perhaps we might see new details afterwards such as NPCs waiting too long for an answer and actually reacting to how long they're waiting - rather than them just standing idly until you choose your next dialogue.
If you are talking verbal vs combat duels, there's no reason not to mention monkey island's insults sword duels.
In a game about jokes you get to counter insults with other insults in a funny way, and after fighting a bit, learning all the insults and responses, you get to fight the "boss" that has different insults, but that can be countered with the same counters you have learnt up untill now with some connecting.
Shallow? Yes, but it allowed a decent chunk of content with just some sentences.
I really liked how they had kind of a conversation boss fight in L.A. Noire. In a game where reading expressive cues was a major element, they had an interrogation near the end with a really old guy with lots of wrinkles, loose skin, very squinted eyes and a consistently gruff demeanor who which all made him very challenging to read, compared to all the other characters. That was cool.
“Hol' up a minute” is spreading.
That phrase has existed for fucking centuries.
@@janesmith1840 it's a reference to another channel
@@valos507 quiet, zoomer idiot.
Jesus chill this is a reference to a different channel called girlfriend reviews
@@onyourleft9273 zoomer reddittor fool.
I'm actually surprised it took you so long to make a video on this topic. Building fun and interesting speech mechanics to me is the most obvious direction gaming should take
"These games test your emotional and social skills"
No wonder I never played any of them.
Makes me remember Skyrim's wabajack's quest where you can skip the wackiest parts of the quest if you pass a persuasion roll. The concept only really works in tabletop where the dm can weave some improvisation into it. In a rigidly scriptured story, it'd only work as intended if tge player was limited to a one and only hardcore playthrough: you die and you can never try again
Disco Elysium says hello.
That moreso made shooting unfun than make talking fun. I love the game, but it isn't a great example because it's not some sort of shooter
@@pravda9646 spot on. Not to mention it wasn't out yet.....
@@pravda9646 yeah , its a vigeo game book
Hah, what I came to write!
I really want to play this but covid has me broke
Thanks for giving this topic some attention, i think its super important and interesting. To add onto your video, I think gameplay elements like this are focused on feelings of empathy. I think this is possible in and out of conversation situations. I would love to see games that focus on growing an attachment for characters instead of figuring out how to defeat them. If a triple A studio threw money at that idea I think something very special would result.
I kinda laughed when he mentioned the outer worlds, it's basically just New Vegas' speech system
"Love the all digital future"
Thank you for bringing up the issue of non-ownership!
This is a great topic! When I encountered that scene in Life Is Strange, I thought it was a really clever way to encourage you to care about the world and all the little details that add up within it. However, it also made the following episodes much more plodding, as I felt I had to check every single tiny irrelevent detail in case the game tried to pull the same trick again. It's a great way of implementing other gameplay aspects into the dialogue options, but that also means that the player will always associate that mechanic with their potential future choices. That's where I think Life Is Strange failed to deliver, as inspecting the objects in the environment for the remaining three episodes gives you very little substance for the time it takes to do so.
apart from repeating that type of moment in other places, expanding and complexifying the concept, another way to develop the mechanic long term in a "choose your playstyle" RPG could be to have the information come to you more as you show that you are willing to observe. Be it via enhancement that make relevant clues pop up, or social relationship that lead other characters to trust you with helpful information they would not give you otherwise.
Sort of a more active take on the charisma score.
The only way to save her is to make Max a nosy character who rumages through her peers' private belongings. The game rarely acknowledges this whilst still pushing the narrative of Max being a strongly moral person; she never comes across self aware enough for the player choices to have extra depth. Maybe with a better writing staff this could have been an interesting perspective- since Max is only a teen, but the developers seem to shy away from any negative traits tossed in the protagonists' way.
So after saving, or failing to save a girl's life, you develop a tendency to pay too much attention to meaningless things in case it comes up again. Kinda like you were traumatized or something.
@@shyko95 The game is framed as a mystery so it makes sense to inhabit such a character.
I think the writing is really good as it is, but it would indeed be fun if other games in the genre at times call out the character as a nosy creep...
you could imagine a whole game where the karma meter is how much you invade over people's personal life.
For instance a Detective game where a perceptive player would be able to solve the mystery with the client's demand and newspaper clippings, but another could get more tangible informations though callous interrogation techniques, break-ins, hacking, etc...
Even have dialogue options where you let slip up information you shouldn't have , and thus clue others about your dubious methods.
@@maximeteppe7627 I agree with your last paragraph, slipping up information you shouldn't have would be good in these types of games, and for a story like Life Is Strange teenage paranoia would be an interesting theme to delve into, but the story ended up very one dimensional and bland.
I love how you enunciate "swords". For a second you were so proud of that joke.
This makes me think of the movie: The negotiator. I feel like a game with that style of gameplay would have such great promise!