First of all, excuse me for my English, I'm not a native speaker.

Well, I don't know if this point has been mentioned before, but the quality of the dialogues varies from okay to lousy. Most replicas of the NPC are well written and excellently voiced, but the answers I as a player have to choose from are monosyllabic and uninspired. Good dialogues, as any writing couch will tell you, are the result of giving the dialogue partners different "scripts". In other words, the dialogue partners must pursue different objectives. And they must express them with their own unique voices. Tension arises and we are drawn into the dialogue & the story. The really BIG (!) problem with your game is that we as players have almost only monosyllabic dialogue answers to choose from. Since these are also unvoiced, one has the feeling that the NPC are interacting with a bot (the player!). This is the strangest and most unpleasant listening/reading experience I have ever had. And I have read thousands of books in my life.

Of course, there are also reasons against long lines of dialogue: The player must spend more time reading. BIOWARE has solved this problem in an elegant way: You choose between short answers, but the character speaks in complete and mostly interesting sentences.

If you don't understand what I mean, take a look at the dialogue between the PC and the pub owner in BG1. The guy fools around with the PC. And I as a player have different ways of dealing with the guy: https://www.youtube.com/watch?v=7IHGRT7zhGI

Now, let's have a look at the first meeting with Lae'zel. Can you see the difference? In BG1 we are dealing with a dialogue. In BG3 it is almost a monologue. It's like Lae'zel talking to a bot!

Please, find a solution to this akward problem. Turn the monologues into real dialogues!



Last edited by vitfast; 19/11/20 09:14 PM.