Deleted Member 22431
Guest
Sorry, man! I just never saw it that way like at all, though I can totally get how it can be seen that way. We always worked from the opposite idea. Make texts, just because everyone should be able to speak, and if player chooses to speak to unneeded person, give him EXP for doing so. None of us cares for these texts so much we wanna deviously lure players to read them all. Even I don't read all of them. It's a real shame that it can be interpreted like that and right now I don't have any idea on how to make it not look like that :\
But XPs are rewards for quests since the dawn of time. You can’t expect players to abandon their ingrained assumptions for whatever reason. They signal a reward for a game event. If you use them differently, things get muddled. Besides, this is a game, not a book. If a NPC has something to say, it must be an opportunity for a quest, otherwise, what is the point? Narrative for narrative sake should have no place in a cRPG. It doesn’t matter how well written your fiction is. It’s a cRPG, not a novel. The novelisation of cRPGs is a subtle form of cancer. Not only because it can get in the way of good gameplay but also because it wastes so many quest-related opportunities. If all those isolated walls of text assumed the form of quests the game would be so much better.