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NPC/PC text dialogue, choices, and its underappreciation.

SouthernDiscomfort
Zenimax has gone through all the trouble to make interaction of NPCs to play out like a conversation in TESO similar to previous TES and Fallout games, including persuasion and intimidation options only to never really use it to its full potential, giving the player choices in responses once in a blue moon which usually result in a good or bad decision to make. The constant use of relaying the dialogue of the NPCs in a summarising manner gives no option to roleplay out a personality of the player's character other than a brave, airheaded warrior; there's not really even any space to play out as a reluctant hero when there is no clear incentive for the motivation but only morbid curiosity to push them forward. A perfect example of this wasted potential right here, this one which was the worst one I came across, it left me in a state where I needed to take a break from the game because of the direction of the conversation was dictated in was so utterly unintelligenable: http://s1335.photobucket.com/user/followthategg/media/Screenshot_20140403_125158_zps51c5621a.png.html
Even with Skyrim where options are considerably less in abundant that Fallout: New Vegas, you still had NPC responsed to get fairly open ended and therefore could be interpreted in various ways in the grand majority of instances, exceptions being with Delphine and Paarthurnax dilemma.
I recognise this would take a lot of time to go back, tweaking the text and editing sound files or the creation of new one voice dialogue but I really is something key to enable roleplaying and the building of a memorable character for the player and also giving more reason for replaying as a different character. This would be the sort of stuff to get modded out extremely fast if it occurred in a game like Skyrim.
I've wanted to desperately to enjoy the game but the lack of avenues the player can respond shows it is in dire need for expansion and editing.
"Gentlemen, you can't fight in here; this is The War Room!"
  • Nestor
    Nestor
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    It might be hard to pull off real choice based consequences from a single player in a shared world.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • SouthernDiscomfort
    I'm not necessarily talking about consequences from choices in the likes of changing the environment, nor killing the NPC - I'm not too sure how they're going to approach that with the inclusion of the Justice System, but that's not the point.
    I'm talking about PC responses like coercion, reluctance, refusal or just plain neutral NPC responses in a neutral and negative term.
    "Gentlemen, you can't fight in here; this is The War Room!"
  • Pallmor
    Pallmor
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    The problem is that, in a world this massive and complicated, every new branch means a huge jump in development costs. And this game was already crazy expensive to develop.
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