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The Hero6 Project => Hero6 Discussion => Topic started by: Reish Vedaur on July 13, 2005, 09:31:02 PM



Title: In-Game Conversation
Post by: Reish Vedaur on July 13, 2005, 09:31:02 PM
I'm sure I'll sound a bit like a sycophant or someone desperate to prove they belong on the team, lol, but here goes:

One of the things that impressed me in Quest for Glory 3 was that your linguistic skills actually played a role in what topics could come up or if you could convince certain people to do certain things.  I think something like this would be great for the game.  However, I didn't really like the fact that you had to have a stat for it, and here's my reasoning.

Typically, in social situations, like minds seek each other.  Linguistic skills aside, if someone is talking about the same topics and has the same mannerisms and method of questioning as you do, you will tend to respond more, and open up more freely.

With that in mind, I think Fighters talking to other fighter-ish characters should have more influence over the conversation, and have the ability to take command of conversations with some, weaker characters.  Magic Users, Wizards, whatever you're deciding to call them... speaking to other intellectuals tend to have that same kind of impact, but they also have the ability to reason and piece things together for those they're talking to.  Paladins have the ability to seek a moral grounding on every topic, and as such many of the.. non-evil people, for lack of a better term, respond better.  Thieves, however, have a distinct advantage over everyone but fighter-ish characters, as they have the ability to lie straight through a conversation and get information no one else could, sometimes well before they normally could.


Title: In-Game Conversation
Post by: Silverbolt on July 14, 2005, 05:50:44 AM
Sounds interesting, though I don't know how easy it would be to implement...


Title: In-Game Conversation
Post by: Reish Vedaur on July 14, 2005, 11:13:03 AM
I'm always willing to back up my concepts with content, but I know what you mean, all that thought behind a concept in order to keep the continuity of the game in-tact just to add a feature some people might not even really notice.

ADDENDUM: Let's do an example... For the very few of you here who have not played and beaten QFG1, don't read this...

Take Karl up on the battlements.  He gives you information regarding Elsa von Spielburg, the Baron's daughter who has been kidnapped, and Yorick, the jester who has vowed to find and defend her.  Asking about Yorick reveals many striking similarities between him and the warlock everyone keeps talking about.

Now, assuming that the character knows about Elsa, the warlock, and Yorick, the magic user :wizard: could use the Deduce skill and solve this little puzzle for Karl, which may gain you more skill points in intelligence, or perhaps gain you access to an area you would otherwise never get to, like the guards' barracks, within which you may even find a new spell scroll -- heck, a Meep had one after all.

Speaking of the Meeps, perhaps the Thief :thief: could, in this hypothetical situation, Lie his way into the Meeps' coffers, saying the dryad had willed that they give up their accursed money or some such.

There's not that many situations I can think of from QFG1 but I'm not really talking about changing everything in the game; just a few bonus things for the character classes, which like the character classes themselves would add more replay value.


Title: In-Game Conversation
Post by: lazygamer on July 18, 2005, 02:06:09 AM
I like this idea quite a bit, it certainly helps make the game more different for each class.

Besides moral grounding, people would also put more trust in a paladin, since paladins are not selfish and backstabbing.


Title: In-Game Conversation
Post by: Corsair5 on July 18, 2005, 08:53:37 PM
That depends on your point of view.


Title: In-Game Conversation
Post by: Reish Vedaur on July 18, 2005, 11:06:54 PM
Quote
Paladins have the ability to seek a moral grounding on every topic, and as such many of the.. non-evil people, for lack of a better term, respond better.

As I said.


Title: In-Game Conversation
Post by: Guest_JohnWWells on July 19, 2005, 09:50:03 AM
(From the plot team.)

Some of us are trying to add just a tiny bit of this to the dialogues as we work. It's nothing that's too likely to really alter the game mechanics significantly, but having some class-specific topics and responses does liven up conversations a bit.


Title: In-Game Conversation
Post by: Reish Vedaur on July 19, 2005, 02:05:06 PM
That's good to hear =)


Title: In-Game Conversation
Post by: BF on July 22, 2005, 03:35:58 PM
Yeah, a touch of this is really nice in a game. Too much would make it too obvious though.


Title: In-Game Conversation
Post by: aragorn256 on July 26, 2005, 08:38:26 PM
It is an interesting idea but that comes with two problems:

1.) In order to make the dialogues look natural, the designer team would take more time to finish the game. Should they rush it, the quality of the dialogues would look poor

2.)To be a character class is not to be a specific character. Fighters could range from idiotic brutes(barbarians) to refined warriors(samurai). It would be extremly hard to implement such a feature to such expectation.

3.)(This one is for the nostalgic group, I don't expect many to agree) It would change the way the game is viewed and this will not be a QFG like the old ones(I don't say it will not be a good game,rather another game)


Title: In-Game Conversation
Post by: lazygamer on July 26, 2005, 09:47:11 PM
Quote
2.)To be a character class is not to be a specific character. Fighters could range from idiotic brutes(barbarians) to refined warriors(samurai). It would be extremly hard to implement such a feature to such expectation.

Despite this range, fighters still have alot in common. Also, the hero would probably be a specific type of fighter. Basically, clever, smart, and not particularly refined or brutish(that's how he seemed in the QFG games).


Title: In-Game Conversation
Post by: Reish Vedaur on July 26, 2005, 10:09:59 PM
Both good cases, actually, but I would side with lazygamer because although in an RPG you are supposed to have the ability to mold him in the way you wish him to be, his goals are to be heroic and as such his behavior is almost static and set in stone.


Title: In-Game Conversation
Post by: aragorn256 on July 27, 2005, 05:29:41 AM
lazygamer, you are right indeed. I had not in mind the QFG games specifically but the Rpgs as whole. I think I need a break to think more clearly.

As to Reishvedaur

Heroes are not a static type of character. In QFG games you seek Glory(thus Quest for Glory) but that's not the general way. Think about humility, a humble fighter and a proud one(in the same party). Would their conversation be the same? Yet they are both Heroic.


Title: In-Game Conversation
Post by: Corsair5 on July 27, 2005, 05:47:22 AM
Not really. How many warriors are humble? Warriors are always the prideful ones, Paladins are the ones that are supposed to be humble. I really don't know how a humble Fighter would act, mainly because I've never had to deal with one, they're always arrogant.

Just look at Swordy Lordy.


Title: In-Game Conversation
Post by: aragorn256 on July 27, 2005, 05:55:37 AM
You are wrong Corsair my friend. This is the cliche,not the general rule.
And Paladins are not always humble. Pride has been the downfall of many a Paladin.(my favorite class,I have read about it  both in fantasy and in history)


Title: In-Game Conversation
Post by: aragorn256 on July 27, 2005, 05:56:35 AM
ahh I forgot

Who is the Swordy Lordy?


Title: In-Game Conversation
Post by: Corsair5 on July 27, 2005, 05:57:58 AM
The Swordmaster in QFG1.


Title: In-Game Conversation
Post by: Silverbolt on July 27, 2005, 07:18:19 AM
Arrogant ass...

Well, yes. Paladins can indeed become corrupted. D&D call them Fallen Paladins. They're like the Dark Side or something. (I wonder if their flame sword is red)


Title: In-Game Conversation
Post by: aragorn256 on July 27, 2005, 07:25:03 AM
An always beaten arrogant ass.(except if you play the VGA version.He is unbeatable due to high speed).

 And lost paladinhood is not like the Dark side. Fallen Paladins are fighters without the Weapon Specialization(how is it spelled anyway?My mind has stuck).They lose all their special abilities(unlike the dark jedi who gain others)

The class you are reffering to is the Anti-Paladin(or perhaps the Blackguard). And to my knowledge they get no flaming sword.

That makes me wonder?

Quest for Infamy could have a quest for an Anti-Paladin. I'll go over to suggest it to them.



 


Title: In-Game Conversation
Post by: Jafar on July 27, 2005, 07:27:41 AM
Quote
He is unbeatable due to high speed
Dosbox (http://dosbox.sourceforge.net) > The sword master. ^_^  


Title: In-Game Conversation
Post by: aragorn256 on July 27, 2005, 07:29:21 AM
Then the game is unplayable due to poor perfomance(it takes 20 seconds to change from a screen to another).

And my Pc is a 3.1 with 512 Ram. I don't think that is a problem.


Title: In-Game Conversation
Post by: Jafar on July 27, 2005, 07:53:43 AM
Maybe you don't have the speed settings/frameskip set up properly. I always manage to play at a decent speed with no speed glitches.


Title: In-Game Conversation
Post by: aragorn256 on July 27, 2005, 07:56:24 AM
I have tried seven settings found on the net. No luck untill now.


Title: In-Game Conversation
Post by: Silverbolt on July 27, 2005, 08:04:36 AM
You know...there's a patch for the VGA version that fixes speed issues...


Title: In-Game Conversation
Post by: aragorn256 on July 27, 2005, 08:05:58 AM
I wasn't aware of that. Do you think it can be found in patches-scrolls site?


Title: In-Game Conversation
Post by: Silverbolt on July 27, 2005, 08:12:01 AM
Maybe. I don't remember where I got it. If not, try Google.


Title: In-Game Conversation
Post by: aragorn256 on July 27, 2005, 08:27:56 AM
I'll check then both in time. Thanks


Title: In-Game Conversation
Post by: Corsair5 on July 28, 2005, 06:27:23 AM
You dare speak the name of the most Unholy Blackguard? The Shadow is marching upon you!

 :blackguard:  


Title: In-Game Conversation
Post by: Reish Vedaur on July 28, 2005, 07:18:27 AM
While we're at it:

Necronomicon.
Bloody Mary.
Voldemort.
Cancer.


Title: In-Game Conversation
Post by: Corsair5 on July 28, 2005, 07:49:46 AM
Necronomicon? It's Philicon, Not Nomicon.


Title: In-Game Conversation
Post by: Reish Vedaur on July 28, 2005, 08:56:23 AM
Necronomicon, the one true Book of the Dead spoken of only in hushed tones in fear of its powers in all of H.P. Lovecraft's books.  Literal translation is something like "Guide to the Dead."

Necrophilicon, that thing in the basement of the cathedral in QFG4 written about by P.H. Craftlove.  Literal translation is "Guide to Sex with the Dead."

Nyah.


Title: In-Game Conversation
Post by: Swift on July 28, 2005, 12:28:15 PM
On-topic forum = keep to the original topic please. Thank you.


Title: In-Game Conversation
Post by: Silverbolt on July 28, 2005, 06:31:23 PM
Quote
Necronomicon, the one true Book of the Dead spoken of only in hushed tones in fear of its powers in all of H.P. Lovecraft's books.  Literal translation is something like "Guide to the Dead."

Necrophilicon, that thing in the basement of the cathedral in QFG4 written about by P.H. Craftlove.  Literal translation is "Guide to Sex with the Dead."

Nyah.
Please excuse me for being off-topic, but I need to say that:

First of all, there is no evidence that Necronomicon is an actual occult text. It is a fictional book written by HP Lovercraft. It actually translates as "Of the Law of the Dead"

And Necrophillicon translates as "Of the Love of the Dead"


Title: In-Game Conversation
Post by: Corsair5 on July 28, 2005, 07:19:38 PM
I knew there was something funny about how "Necrophile" is almost spelled in there.


Title: In-Game Conversation
Post by: Ignus_Draconus on August 04, 2005, 01:56:05 PM
you know, the real problem with translating languages (or listening to a conversation) is connotation. The words they say, intending a certain message, get processed through our minds with a potential for a great deal of deviation.