Elemental_wanamingo
Educated
- Joined
- Jul 18, 2016
- Messages
- 78
One of the reasons I don't generally play characters who have lots of skillpoints in speech skills and stats is because to me it almost feels like I am circumventing part of the game simply by choosing a text option that is basically just a skill/stat check. And when I choose that option I basically get what I wanted without doing really anything. I just click a one special line of dialogue and avoid 10 minutes of combat.
In comparison when I play combat oriented character I need to manually play through the combat so there is more gameplay there. And more importantly that means I have to make decisions whether I can win that battle, do I have enough resources for it or do I need more time to prepare for it. Or maybe I just need to gtfo and come back later with bigger guns. I do get the idea that some people play these kinds of rpgs for some other reason than combat. Or to avoid combat. But to me it seems kinda worthless. I mean you pretty much get the same dialogue options with a character than is 1 step below the skill or stat check. That char just doesn't get the special option.
Same thing with skills like hacking. Just walk around the map and find a speshul computer in some corner where I can right click and choose hack and a speshul door opens which allows me to bypass 10 minutes of combat. It is a bit like having a gun that instakills everybody just because your stat is higher than the statcheck.
So why that is? I mean why is the speech based character most of the time just a skill/stat check? I'd like to see a game that offers speech and combat as options to have more gameplay with the speech. Instead of just choosing the special text option that let's you through if your X parameter > Y... maybe have some kind of game mechanic that requires similar amount of gameplay as the battle option?
Obviously the next question is how to do it? Would not like it to be some kind of stupid minigame. Adding more minimissions (do this for me and I'll let you go) would not really work either because then it is no longer a speech driven dialogue but a mission that anybody can do. Also I dunno if having a stat or skill check for alternative missions for speech characters is the way to go either... Maybe one way to avoid this is to have the player manually type in the dialogue... Although that sounds super slow. But at least then there would be more gameplay in the dialogue in trying to figure out the magical words that give you the result you want.
Although it would still require skill or statcheck but I'm not really against skill or stat checks. I just don't like when one whole style of play is basically a skill or stat check in dialogue.
Maybe there is a game I don't know about which does it somehow?
Anyways. Since I'm a newfag I think the best thing I could do is to start a new thread and mention arcanum>fallout2 and then ask what do you think? Do you agree that speech driven characters in games like fallout1/2/3/4/5/6/7/arcanum/shadowrun/all rpgs suffer from how the speech oriented gameplay option is most of the time just a skill or stat check in the dialogue and there is most of the time no gameplay in choosing that special option in the dialogue. In shadowruns for example it is just one specially highlighted option in the dialogue options.
In comparison when I play combat oriented character I need to manually play through the combat so there is more gameplay there. And more importantly that means I have to make decisions whether I can win that battle, do I have enough resources for it or do I need more time to prepare for it. Or maybe I just need to gtfo and come back later with bigger guns. I do get the idea that some people play these kinds of rpgs for some other reason than combat. Or to avoid combat. But to me it seems kinda worthless. I mean you pretty much get the same dialogue options with a character than is 1 step below the skill or stat check. That char just doesn't get the special option.
Same thing with skills like hacking. Just walk around the map and find a speshul computer in some corner where I can right click and choose hack and a speshul door opens which allows me to bypass 10 minutes of combat. It is a bit like having a gun that instakills everybody just because your stat is higher than the statcheck.
So why that is? I mean why is the speech based character most of the time just a skill/stat check? I'd like to see a game that offers speech and combat as options to have more gameplay with the speech. Instead of just choosing the special text option that let's you through if your X parameter > Y... maybe have some kind of game mechanic that requires similar amount of gameplay as the battle option?
Obviously the next question is how to do it? Would not like it to be some kind of stupid minigame. Adding more minimissions (do this for me and I'll let you go) would not really work either because then it is no longer a speech driven dialogue but a mission that anybody can do. Also I dunno if having a stat or skill check for alternative missions for speech characters is the way to go either... Maybe one way to avoid this is to have the player manually type in the dialogue... Although that sounds super slow. But at least then there would be more gameplay in the dialogue in trying to figure out the magical words that give you the result you want.
Although it would still require skill or statcheck but I'm not really against skill or stat checks. I just don't like when one whole style of play is basically a skill or stat check in dialogue.
Maybe there is a game I don't know about which does it somehow?
Anyways. Since I'm a newfag I think the best thing I could do is to start a new thread and mention arcanum>fallout2 and then ask what do you think? Do you agree that speech driven characters in games like fallout1/2/3/4/5/6/7/arcanum/shadowrun/all rpgs suffer from how the speech oriented gameplay option is most of the time just a skill or stat check in the dialogue and there is most of the time no gameplay in choosing that special option in the dialogue. In shadowruns for example it is just one specially highlighted option in the dialogue options.