A lot of design has been put in those dialogs and traits so it's rude to say this, but for me those dialogs little challenges burden a lot my play and I don't mean only the rock/paper/scissor mini game I just hate for single player.

During dialogs I see only the concrete results ie traits and consequences as involving a combat or not, or worst accepting a quest or not. Then any possible pleasures from roleplay choices is totally lost for me. I don't use save scumming from chests, use it for shops because of skills books, but for dialogs it's just huge save scumming and it spoils quite a lot my fun.

I'm not surprised, for me dialog choices should never be challenges, because of save scumming, because challenges will destroy a lot the pleasure of quietly enjoying the dialogs, quietly do your roleplay choices that are contributions to the story, no need link to it greedy stuff.

They can have consequences but if the consequences are immediate then all choices should have balanced consequences. Or have much later consequences in a context where load back isn't an option.

EDIT: I quoted many players feel pointless the roleplaying choices in dialogs. Haaa there's no consequences, it's pointless, it's fake, more complains. My suspicion is that sort of complains come from rush players that don't really read dialogs and don't thought much on their choices in dialogs. If you care of the story and characters, and your play in RPG then dialogs pure roleplay choices are a very good element of fun, no need of greedy elements.

Last edited by Fend; 17/07/14 12:13 PM.