drJack Posted August 21, 2010 Share Posted August 21, 2010 I'm here to ask a question about dialogues in DAO. I think that giving the character a "time limit" to answer a dialogue could add tension in the ingame character decisions. So I'd like to ask you if you know some mod that allow me to add this element or if you know someone who is interested in making a script to create it. Thank you very much. Link to comment Share on other sites More sharing options...
whatzitooya123 Posted August 31, 2010 Share Posted August 31, 2010 in the long run that would probably be a bad idea you wouldnt be able to weigh the consequences of the actions your about to choose theres that and if something should happen in real life that interrupts your game (phone ringing or somebody hits the doorbell to name a couple) i dont think it would be all that fun to come back to a dead character Link to comment Share on other sites More sharing options...
Chiramu Posted September 1, 2010 Share Posted September 1, 2010 With the time limit, it makes me think of Monkey Island, like when you meet LeChuck and you gotta use the item in the tiny amount of time :P. I don't think this would work for Dragon Age though. Link to comment Share on other sites More sharing options...
drJack Posted September 1, 2010 Author Share Posted September 1, 2010 you wouldnt be able to weight the consequences of the actions It could be easily avoided. One thing is what you say, one another is what you do.And you can also set different types of dialogues in the same game. Not all of them have to be time limited.The only thing is that you wouldnt be able to weight the consequences of the words you say. And this is more ralistic. All depends on when to use these dialogues, and I see that there are possible bad choice. For example you shouldn't have to make a final decision in a time limited dialogue. But if the player starts to argue with an NPC it could be nice to make these dialogues more challenging. The real word interruption could be avoided with a "pause", but this pause need to hide the lines, otherwise this will be a way to avoid the time constrain. Link to comment Share on other sites More sharing options...
whatzitooya123 Posted September 1, 2010 Share Posted September 1, 2010 you wouldnt be able to weight the consequences of the actions It could be easily avoided. One thing is what you say, one another is what you do.And you can also set different types of dialogues in the same game. Not all of them have to be time limited.The only thing is that you wouldnt be able to weight the consequences of the words you say. And this is more ralistic. All depends on when to use these dialogues, and I see that there are possible bad choice. For example you shouldn't have to make a final decision in a time limited dialogue. But if the player starts to argue with an NPC it could be nice to make these dialogues more challenging. The real word interruption could be avoided with a "pause", but this pause need to hide the lines, otherwise this will be a way to avoid the time constrain. guess that kinda makes sense i just like to take things slower ^_^ to each his own yes? Link to comment Share on other sites More sharing options...
LancelotLoire Posted September 2, 2010 Share Posted September 2, 2010 If they add a time limit to dialogue options for DA 2 I'm going to murder them. It completely ruins a game. Alpha Protocol for instance had a time limit on it's dialogue and if you weren't fast enough you got screwed and had to reset and hope you saved before the convo Link to comment Share on other sites More sharing options...
drJack Posted September 3, 2010 Author Share Posted September 3, 2010 If they add a time limit to dialogue options for DA 2 I'm going to murder them. It completely ruins a game. Alpha Protocol for instance had a time limit on it's dialogue and if you weren't fast enough you got screwed and had to reset and hope you saved before the convo If you think a dialogue as a choice system you're right.It could be frustrating to take choice when you are not aware to take it. And permanent choice that change all the storyline are big issues, a player need to be aware when he choose them. But if you think the dialogue like a combat that's completely different.In a fight you can:- Hit- Critiacl hit- Miss- Critical miss. No permanent problems. Only loss of hit points.You can use the same lines for dialogues. Some can hit, others not.No permament choices, but sometime you can defeat your opponet some other times not.Yeah someone could decide to kill them all with a ice storm. And continues to load until he kill them so. But it's his choice.Dialogues can become similar to usual fights. Only that usually you will not lose hit points. But there are so many other thing you can put in stake. For example, you need to pass through a gate and convince the guard. It's not a big issue, but it can become more challenging with time.You can also make the dialogue repeteable if you want to make the things easier. And there are the same ingame fight issues.There could be too difficult fight (frustrating) or too easy ones (boring).You need to make them challenging. A potential issue is the readability, but this could avoided using colours (evil or good choices) and tags ([Lie] or [Friendly] or [intimidating]) But my question still remain.Is it possible to implement a mod for this?Is possile also to add a different time for every lines? For example three dialogue choice, one remains for one minute, the second for half a minute and the third forever? Link to comment Share on other sites More sharing options...
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