Originally Posted by LordCrash

Can you explain me for example what "10 percent fire resistence" means? Does that mean that I receive 10% less damage from every attack based on fire? And how much is 10%? Do I have to calculate that myself?


I can! 10% fire resistance means fire does 10% less damage to you, and it's automatically calculated - the damage numbers which pop up show the reduced damage. That's really pretty common knowledge to most RPG players.


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Only half true. Many people erroneously think that multiple answers would lead to multiple results in most RPGs. But hat's just not the case. Mass Effect is a good example in which clever and well done writing leads to the feel of having a sophisticated choice, to "player agency". Behind the curtain many answers lead to (almost) the same result but that's not the important thing. The important thing is that the player feels that his answer can have some impact. You only notice the "trick" if you play the game several times, trying all different answers.


I know that making the results wouldn't be hard. You gain a certain amount of positive or negative affection points based on your responses, and having more responses just means adjusting the number of points each response get. That's simple.

It's literally just the writing of the responses that could be an issue: Right now there are four possible combinations:

Very Nice - Very Nice
Very Nice - Very Nasty
Very Nasty - Very Nice
Very Nasty - Very Nasty

The second person has four unique things to say, based on what the first person said, and what they choose to reply with. If you give each person four variants (Very Nice - Nice - Nasty - Very Nasty) on the scale, then that second person could have up to 16 unique lines. Now, that's a really cool thing from a roleplaying perspective, I agree... but it would increase the workload on the two writers.

Would I like to see all that choice? Absolutely. Would it be too much work for the writers to do for all the dialogues, on top of everything else? I don't know.