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-Resource: 5 sets of models for parents
-10 paragraphs of generic "hello parent(s)" dialog per NPC
-1 paragraph of "hey I'm an undead now" dialog per NPC
-Additional supporting NPC's tied specifically to your past
-Additional dialogue for said supporting NPC's
-Unique location (possibly more than one)
-Specific quests
-Specific goals
-Specific rewards


Per NPC?

Why would your best friend need to chime in that he is best friends with a Lizardkin? He is your best friend, keep the dialog natural.

As well I intentionally left out ANYTHING that wasn't part of a typical origin as it is. Since we are talking about "additional work"

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All that work would go into creating origins which are much less fleshed out and much less interesting than the preset origins.


Yet 10 times more interesting and worthwhile then "Generic". As well as giving people who do not want to play a specific person an option other then "Blank Slate"

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Now lets talk about how Origins work as far as ordinary dialog works

Currently there are tags of Race, Gender, and Character

Generic Backgrounds get Race and Gender
Preset NPC backgrounds get Character

Whenever the game fishes for Race/Gender Tags it will substitute a Character tag if it finds none (or prioritizes them, either way same result) and fishes up the dialog for that.

Assuming of course there is race/gender/character specific dialog and there often isn't.

Now for Non-specific Origins you would get an additional tag: "Origin"

Adding a fourth to the pile.

Non-specific origins though do not replace Race/Gender tags. So most of the dialog in the game would be the same.

Meaning immediately they are less work then "The Red Prince" by a significant Margin.

Last edited by Neonivek; 26/08/16 08:48 PM.