Originally Posted by RagnarokCzD
Concidering what he said at 6:50 ...
Its the same thing as if they would include chat for party, or if you would have all players on Discord ... they can coment on what is happening, but they are still just spectators. frown

Not even close to what people wanted. frown
I agree, though I think the solution isn't a simple one, nor implementable at this stage of development. It is a distinction between "let's make what we have - so a singleplayer dialogue system as seen in other RPGs - work better in multiplayer" and "let's design a new type of a dialogue system that would work in multiplayer and allow all players to participate in the conversation". First of, I think there is a value to BG3 voting system (or Solasta's visible coop player's cursors) even for people who are on chat, Discord on even in the same room. I for one know that in the long run, I would rather pick my prefer answer whenever I want to communicate my preferance than verbally state it every single time, especially if there are more than two players. And being able to communicate your preference WITHOUT chat/discort etc. is a worthwhile addition.


From single player perspective, I don't think incorporating the whole party would be unreasonable. Larian could either A) embrace party dynamic (like let's say Wasteland2) and allow us to freely switch between available party members, or B) just acknowladge different party members if appropriate - so still have "face" of the conversation but allow players to use appropriate companions for relevant dialogue choices with specific tags, and pick character's with best chances to pass a skill check.

I am not trying to say (or not say) that either of those would be a good for BG3, but both would be problematic in multiplayer. Option B) from player persctive would be pretty much just what we have now with the face of the conversation likely picking options (and potentially forcing characters they don't control to do stuff), while for option A) to work, one would need to figure out how to decide who gets to control the conversation. The closest we got to solving that problem is Old Rebublic and D:OS1 - neither of which were sufficient solutions for a game with as many decisions as BG3.

To make dialogue work in multiplayer one would need to design a multiplayer dialogue system - and that's is not something that I have an ability to conceptualize.