The dialogue tree
I just watched a small part of the upcoming game, and what annoys me most about it (apart from the rope not looking like a rope) is how the dialogue tree works.
For those who don't know, you get a set of short lines to choose from, and the character (Guybrush) will speak something related to the short line you choose.
As for me, the fun in picking any dialogue option is to actually know what you are going to say. More often than not, when I play a game with this simplified type of dialogue tree, I pick a choice I want, but when hearing the character speak it, it wasn't what I wanted him to say, or what I had in mind, and would rather have picked something else.
Is it only me who works this way?
For those who don't know, you get a set of short lines to choose from, and the character (Guybrush) will speak something related to the short line you choose.
As for me, the fun in picking any dialogue option is to actually know what you are going to say. More often than not, when I play a game with this simplified type of dialogue tree, I pick a choice I want, but when hearing the character speak it, it wasn't what I wanted him to say, or what I had in mind, and would rather have picked something else.
Is it only me who works this way?
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Comments
While we take your rope critique to heart, when it comes to dialog, each designer has his own style. Sometimes Guybrush will say what you select word for word, other times there's a little bit more flavor added in the delivery. This happens for multiple reasons and we're pretty vigilant about making the words match up to player intent. That being said, I think you'd be remiss to be discouraged without playing the game.
EDIT: I'd be happy to go more in depth about design choices in the pre-order forum
For many jokes, the humor is both in the delivery and the words themselves, and if you have the ability to read the line in its entirety and exact form before it's delivered, you've taken away some of the humor. Yeah, sometimes there is the feeling of "I wish I had picked choice B instead of choice A beforehand" but a good designer gives the player to choose all options so that no lines are missed.
I hope the technique is used often!