epeli
Arcane
- Joined
- Aug 17, 2014
- Messages
- 721
What? Dumb jew. Go back to newsposting, you don't know shit about how games work. That's just some buggy NPC showcasing Bethesda Quality™ and thinking his radiant destination is more important than not walking away from the conversation, happens in their older games too. The player initiated dialog mode and very obviously gets locked in said mode when the responses pop up. Even cursor mode changes, ffs. Standard dialog tree stuff, even if a dumbed down implementation.
That's nothing like a nonmodal dialog system where options between multiple conversationalists appear on the screen based on context. Some games have done limited experimenting with conversations involving the player that keep moving forward even without player input, but completely nonmodal dialog in RPGs is very rare as far as I know. Consortium is probably the best example of it.
In the Cyberpunk 2077 gameplay video we see what appears to be dialog options appearing depending on context, ie. what is going on around the player (not a mode initiated by player or script triggers, although the events and dialogs themselves are obviously scripted as usual) and changing depending on where the player looks and/or as the scene progresses. And some dialog options appear during other actions like walking/looking around and those are smoothly ignored, because there isn't a separate dialog mode.
That's nothing like a nonmodal dialog system where options between multiple conversationalists appear on the screen based on context. Some games have done limited experimenting with conversations involving the player that keep moving forward even without player input, but completely nonmodal dialog in RPGs is very rare as far as I know. Consortium is probably the best example of it.
In the Cyberpunk 2077 gameplay video we see what appears to be dialog options appearing depending on context, ie. what is going on around the player (not a mode initiated by player or script triggers, although the events and dialogs themselves are obviously scripted as usual) and changing depending on where the player looks and/or as the scene progresses. And some dialog options appear during other actions like walking/looking around and those are smoothly ignored, because there isn't a separate dialog mode.