Pseudo Non-Linear Dialogue

Discussion in 'Arcanum Discussion' started by RunAwayScientist, Aug 14, 2010.

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  1. RunAwayScientist

    RunAwayScientist Member

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    One of my principle game design philosophies is that a player should be given a set of tools for vague usage upon a dynamic environment, giving the player an expanded set of possibilities than would not normally be achieved through "linear" design philosophies and having said tool perform in a prescribed mostly predictable manner but which results in unexpected variations or pseudo random counter-reactions from the environment in which they are using it upon.


    To those ends, how would this be achieved in Arcanum style dialogue with a maximum of 5 options?


    I hypothesize that a series of actions and vague responses (such as [INSULT] or [OFFER MONEY]) could be categorized into a hierarchy and then varied their success and effects based upon character stats, naturally, and then further sorted per appropriateness of the current NPC response...namely, if an NPC is making a declarative or an interrogative statement.


    In this manner, since a PC's exact wording will never be known until advanced RPG vocal-response dialogue is implemented or developed in the future, we can achieve a pseudo-vague result encapsulating a wider array of PC reactions/actions in a cookie cutter fashion applied to all dialogue with no exception.


    In an interrogative statement, how would one present specific answers with vague wording or commands that could be applied to every potential conversation? E.G. "Where is the nearest bar, old chap?" or "What have you found out about x,y,z?" I suppose a [TELL TRUTH] and [LIE] would be in order, and a [SAY NOTHING] to account for inaction on the part of the PC. Or a [NORTH] [SOUTH] [EAST] [WEST] for the bar scenario...but that might not be feasible in terms of scripting.






    To be more specific in terms of categorization and hierarchy:


    -- All NPC dialogue responses will have PC options of [ACTIONS] and [REPLY] which are subdivided into additional responses. Actions being more physical progressions such as [KNOCK UNCONSCIOUS] which would hinge on a combination of charisma, prowling, and backstab or [OFFER MONEY], whereas [REPLY] would be things like [COMPLIMENT] [INSULT] or [COUNTERARGUMENT].

    -- Interrogative statements, such as "Don't you agree ol' boy?" will have options to progress a dialogue to the next step via [SAY NOTHING] [AGREE] [DISAGREE].

    -- Declarative statments will simply have [SAY NOTHING] and [ACTIONS] and [REPLY]. Or perhaps it should be a [CONTINUE]?

    -- NPC Statements will be as fully rounded as possible instead of broken up, giving the player an ability to reply to all of what the NPC says rather than individual sections of a much larger dialogue. Or perhaps that might not be a good idea, as it results in much more 'wordier' responses...which wouldn't exactly be bite-size and easy to read.

    -- It is unknown how specific replies would affect the current dialogue or perhaps alter it. It is possible, but I haven't really thought about it. Say, for example, you're talking to a fellow and you insult his half-orc wife...when the script goes back to continue the previous conversation about a quest, perhaps he has suddenly lost interest. How would this be handled? Secondary PC variables or flags that are constantly updated based on responses? Should it count the number of times a PC is mute and doesn't respond to questions or statements or the number of times a PC does reply and alter some sort of reaction or direction based on that? As well as current reaction level of NPC to PC, naturally.





    Scripting wise, it is very possible to create "call backs" wherein the dialogue can dynamically repeat itself without actually re-entering in the NPC/PC response manually in the dialogue file and having its line numbers specifically referred to. So, for example, one could create multiple complex "interrupts" in dialogue. If you were talking to someone about your quest to find the sacred lost AmTut and then you insult said NPC, they could go to a pre-designated and also repeatable segment of dialogue in the file and then go back to the quest dialogue after they're finished with the verbal joust. If you were to then talk to them about something else and repeat the insult, it would then go back to that same line number and then return after you finish that 'side-interrupt'. This simply uses a PC variable that gets set prior to entering the side-interrupt that carries the line number to return to, making it quite practicable for multiplayer as well.


    So, in short, this scripting method makes it somewhat easier on the dialogue writer and cuts down on file size overall.



    Anyone have any things I overlooked or counter-arguments on the matter?


    The post is long, but this can be a rather complex matter. The whole attempt is to simplify it and yet offer expanded options and PC freedom as well as maintaining the smallest possible file size.
     
  2. Lukan

    Lukan New Member

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    You use big words, but inappropriately.

    It is better to write concisely and clearly, rather than to try to impress people with big words. If you are unable to get your point across without having to resort to long-winded sentences, it is your problem and not ours.
     
  3. magikot

    magikot Well-Known Member

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    Actually, it seems this time all the big words were necessary. Unfortunately I know jack shit about scripting. Might want to try the scripting and modding forum if you want an answer.
     
  4. RunAwayScientist

    RunAwayScientist Member

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    The HoL is an opinionated bunch when it comes to RPG games...this is more of a 'How I would make RPG game dynamics' type of question. Seemed more appropriate to post here since it doesn't deal with actual coding specifics....it's more vague and opinionated.


    It's not my intention to impress anyone, so much as ask for thought out opinions on this particular subject, given the RPG crowd here. Nothing more, nothing less.
     
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