I believe that writing was done on purpose to be "lighter" to avoid making this game too hardcore and gloomy, especialy because it's text based. If you had overly complex dialogs, all in text, i believe that more people would avoid it.

The game already has some CRPG hardcore things, it doesn't need more and larian thought that dialog could be lighter and more accessible to be one less obstacle to newer players. This is ofc just my feelings.

Don't get me wrong, i do like the dialog because of that. I believe that if dialog was overly complex and much more elaborate the game would start to go over to the boring/heavy side.

I believe that D:OS has a near perfect balance between complex mechanics (no quest markers, Turn-based combat, the need to explore and discover) and accessible gameplay (fun-witty dialogs instead of serious/gloomy ones, colorful color-pallete graphics), and anything that we might think it could be changed could unbalance this ratio and make it a worse game for a lot of people.

When we review a game we need sometimes to think outside our feelings and try to understand things that we might not like but do make sense in the context of the full package.

As it's impossible to please everyone, the developers need to make balance choices to apease to a broader audience, and i have a gut feeling the dialog was in that direction because the game didn't realy need more complexity points.

The proof that they were right (imho) is that even if dialog is somewhat "ligher", the OP kept his 10/10 score smile

The trick is in the balance between simple and complex to make a whole package that a lot of people will enjoy.

Last edited by KnightPT; 04/07/14 01:42 PM.