Lemming42
Arcane
Everyone agrees: Speech and Diplomacy skills suck. They haven't evolved in about 25 years, and all too often they're an auto-win button. Click the [Speech] option, win the quest. In addition to this, they often actively restrict players from accessing content - if you persuade an NPC, your "reward" is usually to skip ahead in a quest or just have it end right there, meaning you've just missed out on part of the fucking game.
Some ideas for solutions:
- Make Speech a into a minigame with its own mechanics. Famously, and disastrously, attempted by Oblivion. The idea here is that the Speech skill, like all other skills, leads to the game becoming tangibly easier as the player character's talents expand. Have a minigame that abstractly represents your attempt to persuade someone, and have it get easier as your Speech skill increases. The snag here, of course, is that coming up with skill-based minigames in RPGs almost always leads to calamity.
- Make it so that Speech simply gives the player access to a new dialogue tree where the right options must be selected to convince an NPC. I hate this and can't see how it'd work; basically you have to read the devs' minds and pick the answers they want you to pick. Boring.
- Integrate speech skills entirely into gameplay (think Daggerfall, where speech skills are rolled when near monsters to see if you pacify them). Interesting, but how would it work beyond just pacifying enemies in a way that feels very gamey and abstracted?
- Have it so that the Speech solutions may not be the optimal ones, forcing the player to compromise or acquiesce. This is cool in theory, but in practice, what's the point? It just means that investing in Speech will turn you into a loser who never wins.
- Divide Speech into lots of different skills (Intimidate, Persuade, Deception, etc.) This is a shit idea because it just means that, since players can't read the developers' minds, they won't know what to invest in ahead of time. Either every quest makes equal use of all these skills, in which case there's no point even having more than one Speech skill, or quests just randomly use one of these options out of nowhere, leaving people who invested in the others completely fucked. Bad idea.
Of these ideas, I lean toward the first. The whole point of a build in an RPG is to give players access to game mechanics - combat builds may engage in combat, stealth builds may engage in stealth, etc. Why not make it the same for speech? The question is how to come up with a speech minigame (or other form of mechanical expansion) that isn't utter dogshit. Oblivion's bipolar pie chart madness is a non-starter, and Deus Ex: Human Revolution's pheremones thing is just sort of odd. Over to you.
Some ideas for solutions:
- Make Speech a into a minigame with its own mechanics. Famously, and disastrously, attempted by Oblivion. The idea here is that the Speech skill, like all other skills, leads to the game becoming tangibly easier as the player character's talents expand. Have a minigame that abstractly represents your attempt to persuade someone, and have it get easier as your Speech skill increases. The snag here, of course, is that coming up with skill-based minigames in RPGs almost always leads to calamity.
- Make it so that Speech simply gives the player access to a new dialogue tree where the right options must be selected to convince an NPC. I hate this and can't see how it'd work; basically you have to read the devs' minds and pick the answers they want you to pick. Boring.
- Integrate speech skills entirely into gameplay (think Daggerfall, where speech skills are rolled when near monsters to see if you pacify them). Interesting, but how would it work beyond just pacifying enemies in a way that feels very gamey and abstracted?
- Have it so that the Speech solutions may not be the optimal ones, forcing the player to compromise or acquiesce. This is cool in theory, but in practice, what's the point? It just means that investing in Speech will turn you into a loser who never wins.
- Divide Speech into lots of different skills (Intimidate, Persuade, Deception, etc.) This is a shit idea because it just means that, since players can't read the developers' minds, they won't know what to invest in ahead of time. Either every quest makes equal use of all these skills, in which case there's no point even having more than one Speech skill, or quests just randomly use one of these options out of nowhere, leaving people who invested in the others completely fucked. Bad idea.
Of these ideas, I lean toward the first. The whole point of a build in an RPG is to give players access to game mechanics - combat builds may engage in combat, stealth builds may engage in stealth, etc. Why not make it the same for speech? The question is how to come up with a speech minigame (or other form of mechanical expansion) that isn't utter dogshit. Oblivion's bipolar pie chart madness is a non-starter, and Deus Ex: Human Revolution's pheremones thing is just sort of odd. Over to you.