Originally Posted by Firesnakearies
Originally Posted by vitfast
First of all: I love the tag-specific dialog options. They are amazing, even better then in PoE2. But individual dialoge options should not be confused with good writing. That's a huge difference. Dialogues can be tag-specific and bad written at the same time.

An example from the very first dialogue in the game:

Lae'zel says: "Imps block the path forward. You will assist me in destroying them - we must reach the helm before we transform."

That's a good line. We learn something about the character of the figure: She is dominant, does not tolerate any backtalk. And what is even more important (for me): the speech melody is right!

BUT! Now comes the answer options: "Transform? What do you mean?" "Who are you?" "Is the helm our way out of here?" "Onward, then."

The PC is on a strange flying ship and meets a githyanki. And all he can think of is a generic "Who are you?" Really? Who speaks like this? My digital language assistant has more personality!

I played as githyanki. And I really liked the optional choices. But again: they were still poorly written in most cases.



Okay, so what options would you give the player to choose from, in that specific scenario?


It is less about the choices than about their articulation. Even from the simple "Who are you" you could say something like "For nine hells' sake! Who or what are you?" The last option, for example, is a typical "skip the dialogue"-thing. But even here one could have written something interesting. But I am not a native speaker! Everything I would write here as an example might sound cheesy.

Sure, as some other users have already pointed out: To write good dialogues, you need a pre-defined character. But the solution that Larian currently offers is far from satisfactory. We play a PC that has a very articulated facial expression, but at the same time speaks like an automaton.





Last edited by vitfast; 20/11/20 05:18 PM.