The Mass Effect dialogue system worked exceptionally well for keeping the game fast and action-oriented, which is always that team's target. On Dragon Age we went for a more classic RPG approach with more options and the ability to dig into all the little details. The first option in dialogue was usually the most sensible one for a reasonable person in the situation. SWTOR is somewhere in the middle. We keep the story moving (nobody wants to sit there in a multiplayer game while their party member begs an NPC for more backstory) but we present the options based on the situation and the class or faction.
So in the Flashpoint that Altyrell mentioned, the kill option was on the top because it was an Imperial quest and being darkside is the default for their big faction choices. In the same manner the top option for Smugglers tends to be funny or flirty, Bounty Hunters tend to be all business, Consulars tend to be questioning and wise, etc. Then, of course, the rest of the options enable players to do something totally different with their characters. Want to be a hardcase Smuggler? A wry action hero Bounty Hunter? A charming Inquisitor? Choices are much broader than just good and evil.
Hope that helps!
One interesting difference between the Mass Effect and TOR dialogue systems is the positioning of options on the wheel. While in Mass Effect the top (default) option tends to fit good-aligned characters regardless of the character's alignment, the default in TOR character seems to match a character's alignment. Players who found the Mass Effect dialogue choices to be too black and white may see the inclusion of a wider variety of options as a welcome change.
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Posted 6/13/2010 4:38:11 AM- View User Profile
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Posted 6/3/2010 5:37:55 PMWhat will further this, too, is that they've said that gameplay and story mechanics are largely separate, which leads me to believe that "morality" will largely change your storyline rather than your set of abilities. This will help immersion, since now we won't have players constantly choosing this or that dialog option just so they can add points to Force Lightning, etc.
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Posted 6/3/2010 6:00:59 PMThey never said game play and story mechanics were largely separate. That quote was in reference to the trees in advanced classes -- those are game play decisions (spec within an Advanced Class).
We specifically asked them about story intertwining with the other pillars in our last interview with Jake Neri.
You are also leaving out the fact that we didn't see Force points pop up because we were playing characters below Level 10. Choice implication is most likely tied to character progression -- they aren't going to hold you to alignment decisions when you are first trying out your class.
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Posted 6/3/2010 8:48:18 PM- View User Profile
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Posted 6/3/2010 4:40:07 PMBasically i'v had a bit of trouble in the past with this kind of thing for my "evil" characters in games, where you don't want to lose the respect of your companion but also want to max out the evil-ometer.
As long as it's made obvious that your choice is a lie for example it should be fine. Having said that i seem to remember reading some article in the past about how its doing the action, rather than saying it, which determines your alignment... I dunno, i may have dreamt that!
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Posted 6/3/2010 5:32:04 PM- View User Profile
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Posted 6/3/2010 7:08:59 PMI dunno, I trust Bioware on it this time round but I just don't want to make my companion get all pissed off and leave because im worried of giving too many light sided replies to keep hold of them..
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Posted 6/3/2010 2:53:21 PM- View User Profile
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Posted 6/3/2010 2:31:37 PM