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Game News Wasteland 2 Kickstarter Update #23: Gameplay Video!

Irxy

Arcane
Joined
Nov 13, 2007
Messages
2,059
Location
Schism
Project: Eternity
Dialog system is bad, that's one of the things I'd prefer to never see resurrected.
Interface is not inspiring.
Otherwise looks ok.
 

Oesophagus

Arcane
Joined
Nov 19, 2010
Messages
2,330
Location
around
I liked the vid overall, but some things can be done a lot better:

a) visability cones are just wrong. it's better to get rid of them alltogether. if they realy want to keep them then make them more realistic like 150 deg for humans and those insectoid flying bugs should be able to see 360 deg not 2 meters in front of them.

I think that's a feature that nobody will use. As in you'll just position your guys and start combat with shooting someone

As for the dialogue system, if keywords are the worst aspect of it, then I'm still happy. After years of biowarean herpaderpa I'll take any dialogue that's at least well written
 

TwinkieGorilla

does a good job.
Patron
Joined
Oct 19, 2007
Messages
5,480
Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
COMABT MODE BULLET HOLES!!!
floating text
timer on unlocking doors..........................................................................SOO TENSE!!!!11


BROFIST
BROFIST
BROFIST

Hello, my name is Boris and I am trying too hard.
 

Broseph

Dangerous JB
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Globohomo Gayplex
Why is everyone butthurt about keywords? Their implementation (from my understanding) is functionally the same thing as a typical dialogue tree, correct?
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Why is everyone butthurt about keywords? Their implementation (from my understanding) is functionally the same thing as a typical dialogue tree, correct?
It's ruining their immurshan. They can't see the Fear in the Ork's Eye when their dialog isn't spelled out for them.
 

Suchy

Arcane
Joined
Nov 16, 2007
Messages
6,033
Location
Potatoland
More like wiki browsing. Now, if a keyword was just a topic that opend a fallouty dialogue tree regarding that subject, I'd be pretty happy. Instead it's "Rangers" --> two pages of info dump from NPC. When I read the vision document, I expected they'd do it Fallout 1 style - standard conversation tree that can be supported by typing custom keywords.
 

Suchy

Arcane
Joined
Nov 16, 2007
Messages
6,033
Location
Potatoland
Why is everyone butthurt about keywords? Their implementation (from my understanding) is functionally the same thing as a typical dialogue tree, correct?
It's ruining their immurshan. They can't see the Fear in the Ork's Eye when their dialog isn't spelled out for them.
That's the argument Oblivon fans used to defend the shit dialogue. LARP all the way, imagine your character is saying something. Better yet, say it aloud, then click a keyword.
 

hiver

Guest
Why is everyone butthurt about keywords? Their implementation (from my understanding) is functionally the same thing as a typical dialogue tree, correct?
Well, it precludes making choices by dialogue - but it doesnt preclude making choices by actions and then having consequences based on that.

Im of a mind to see how this will turn out.

might be good.
 

EG

Nullified
Joined
Oct 12, 2011
Messages
4,264
Considering the keywords are my only major gripe with this game, I think it's doing something just swell . . . I can live with it, I can ignore it, but I don't have to like it. :mad:

Why have player characters when we could just have tokens? :roll:
 

TwinkieGorilla

does a good job.
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Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
I suppose it was to be expected we'd have a group of people who never played Wasteland expecting Wasteland 2 to be more like Fallout than Wasteland.
 

EG

Nullified
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Oct 12, 2011
Messages
4,264
I suppose it was to be expected we'd have a group of people who never played Wasteland expecting Wasteland 2 to be more like Fallout than Wasteland.

I've played Wasteland and enjoyed it. :retarded:

Still doesn't make me go "Keywords: It's the only way."
 

TwinkieGorilla

does a good job.
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Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
I already detailed my argument or did you miss that? I don't think the OTHER way is necessarily better. It's usually not much more than lipstick on a pig. And while I would be curious to see how these writers handled longer question lines, I usually do find myself wishing the game wasn't putting words in my mouth.
 

EG

Nullified
Joined
Oct 12, 2011
Messages
4,264
I already detailed my argument or did you miss that? I don't think the OTHER way is necessarily better. It's usually not much more than lipstick on a pig.
The idea is to have no pigs.

But it's branching dialog! So what if it has a keyword instead of a full sentence or a paragraph invoking a unique personality and descriptive elements! It's just lipstick on a node in a tree! It's futile!

.etc

The idea that keywords are more efficient, in a time and money sense, rather than a presentation sense, is valid, though. They only have to write half the "dialog", after all.

Aw, he beat me to it . . . My posting is futile.

And while I would be curious to see how these writers handled longer question lines, I usually do find myself wishing the game wasn't putting words in my mouth.


It's not your mouth. It's your characters' mouth. :smug:
 

Captain Shrek

Guest
But it's branching dialog! So what if it has a keyword instead of a full sentence or a paragraph invoking a unique personality and descriptive elements! It's just lipstick on a node in a tree! It's futile!

.etc

The idea that keywords are more efficient, in a time and money sense, rather than a presentation sense, is valid, though. They only have to write half the "dialog", after all.

Don't get me wrong. Keywords are NOT bad. They are too minimal, and there is NO reason not to go for full text based dialogues, which I can't think why, would be an issue. You don't have to voice it, you are writing full dialogues for others why not do it for the party? Good writing should take care of any worries you might have for poor understanding of the player's intentions.
 

EG

Nullified
Joined
Oct 12, 2011
Messages
4,264
But it's branching dialog! So what if it has a keyword instead of a full sentence or a paragraph invoking a unique personality and descriptive elements! It's just lipstick on a node in a tree! It's futile!

.etc

The idea that keywords are more efficient, in a time and money sense, rather than a presentation sense, is valid, though. They only have to write half the "dialog", after all.

Don't get me wrong. Keywords are NOT bad. They are too minimal, and there is NO reason not to go for full text based dialogues, which I can't think why, would be an issue. You don't have to voice it, you are writing full dialogues for others why not do it for the party? Good writing should take care of any worries you might have for poor understanding of the player's intentions.

From twice the writing to four times the writing. :smug:
 

Captain Shrek

Guest
From twice the writing to four times the writing. :smug:

And now be honest and tell me: Is that really so much an issue?
 

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