Have you played any of the Divinity games? It'll be like them which all have a tree of dialogue (like Planescape, Baldur's Gate, DA:O, NWN etc). All Divinity games thus far have allowed for role playing in terms of actions and dialogue. In Divine Divinity (the first game), you had many dialogue choices and you could be rude, hostile, threatening, heroic, intelligent, witty, impatient, good or bad via dialogue.

You could murder people which would decrease your reputation which meant that people would be less willingly to speak to you, meanwhile, some people (mostly guards) would attack you on sight. The only way to reverse these consequences would to make your reputation good again by doing good deeds (as far as I recall, ways to increase your reputation came from side quests where you took the good options).

I can't really remark about Beyond Divinity as I didn't play much of it but from what I did play, it has a reputation system as well and you have a dialogue tree in that too.

Divinity 2 took away the reputation system but it still had the dialogue tree. Divinity 2 was more like Dragon Age: Origins in that you made all choices via dialogue (like how to solve a quest and who to kill, spare or side with). Divinity 2 allowed you to role play many different characters, for example you could role play a heroic knight or a selfish egoist rogue (just two of the many examples). The majority of quests had multiple solutions ranging from evil to good and places in-between. Some were grey choices as well. I think one of the most evil choices you can make in Divinity 2: The Dragon Knight Saga is where you give a necromancer the possessions of the recently deceased which in-turn allows him to enslave their souls. The opposite version of this quest would be to give the possessions of the recently deceased back to their rightful owners. There's also a cave in the game in which you are tested by some mage, the cave allows you to commit some rather evil deeds along with good ones. One evil choice has you join forces with a bandit and torture some man together in order to get gold. One good choice has you sacrifice one point of your constitution statistic in order for a dying man to live longer to see his son.

Original Sin is like Divine Divinity in that you forge your character through your dialogue and choices. There will also be consequences for your actions and what with the reputation system being back, I'd imagine that your choices will also impact how people view and react to you akin to Baldur's Gate and Divine Divinity.

One of my favorite parts of Divine Divinity was when I marched into a town and had some kid say to me "I want to be a murderer like you when I grow up." That was right before I killed him BTW.

Last edited by Demonic; 10/07/12 02:45 AM.