Dialogue wheel, a great way to mask lacking dialogue

Post » Fri Dec 04, 2015 2:01 pm

So after 80+ hours with several different builds I've noticed a few things:

-Regardless of SPECIAL (outside of charisma) the characters play almost exactly the same and in dialogue have the same exact choices.

-Despite the male protagonist being pre-war military, I have been called out multiple times for not looking like "soldier material". This part ticks me off since the BoS started from pre-war military, so you'd think it would mean something to them.

Why the hell was my S-1, E-1, A-1, I-4 character ever accepted into the military in the first place?

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Céline Rémy
 
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Post » Fri Dec 04, 2015 8:41 pm

I don't think this discussion has anything to do with platform. There are people who like either dialogue system on both PC and console. "Plebeans" isn't generally a word that adds to a discussion either imo.
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Lory Da Costa
 
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Post » Fri Dec 04, 2015 2:38 pm

I found it funny that when you tell them you've been in the military they're just like "Oh okay then" instead of wondering what on earth you're talking about, since there hasn't been a 'military' for 200 years.

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Oceavision
 
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Post » Fri Dec 04, 2015 1:13 pm

Good lord they didnt, they arent obsidian just deal with it, Bethesda quest work alot more like Skyrim. Is a bad thing? no really. Could be improve? yeah.

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James Shaw
 
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Post » Fri Dec 04, 2015 11:36 pm

Military can be reference to many many things no just the USA army, like the Gunner are a hire army so they could be reference as military too.

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Theodore Walling
 
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Post » Sat Dec 05, 2015 1:16 am

Mercenaries rarely call what they do "military" though. When I mentioned to the BoS I had military experience I expected them to be suspicious I was ex-Enclave. They just said "ok" though.
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Chris Jones
 
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Post » Sat Dec 05, 2015 12:59 am

and ppl compare it any way.

But on that same extension, on this Fallout game we are playing a story about a dad or mom looking for his/her son. With a much more define story (really only TES i see u play as a free character, since i always play as a predefined character on previews Fallout games )

That depend on how the mercenaries seen themselves, plus on Boston there are minute men, so references can be find there too since u are name General after join them. No everything need to have a super complicate respond life isnt like that.

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tiffany Royal
 
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Post » Sat Dec 05, 2015 12:28 am

I don't care they aren't Obsidian the dialog is a step down from Fallout 3. Skyrim system isn't terrible but it's bare and it's step down from Fallout 3 adding a voice character wasn't going to fix that.

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Adam Baumgartner
 
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Post » Fri Dec 04, 2015 3:25 pm


SS = Yes Man? Major twist.
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Elea Rossi
 
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Post » Fri Dec 04, 2015 10:15 am

Fallout 5 :Courier vs SS/Yes Man. confirmed.

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^_^
 
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Post » Fri Dec 04, 2015 7:55 pm

This game is poor just compared to Fallout 3 when it comes to skill checks and speech options. In Megaton the first thing you could do was a quest involving skill checks (Power of the Atom), and the Wasteland Survival Guide gave you tons of speech options with Moira Brown. This is what I can remember off the top of my head for just the beginning city. You can't just give Bethesda a free pass for anything they do.

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Pete Schmitzer
 
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Post » Fri Dec 04, 2015 9:55 am

The special/skill checks added flavor, and i will agree to that, but it hardly ever changed anything, except speech and barter. And we knew this 6 months ago after E3 that i would be less dialogue and more of a Skyrim approach to the dialogue. Sorry, but this has been the reality a while. You can continue to link screenshots though, i am sure it will get through sooner or later.

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Markie Mark
 
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Post » Fri Dec 04, 2015 8:08 pm

No, after E3 anyone critical of the dialogue was told to stop criticizing the game because we hadn't experienced the system yet. This is how our critique was invalidated and ignored. Fast forward to now, and people are saying to stop criticizing it because we already knew it would be bad. What?

As for your statement on how it didn't change anything, there were many quests that needed certain skill levels to even be completed. Speech checks also changed the responses that people gave to you and opened up new paths in quests and in the dialogue itself. All you have to do is look at the progression of New Vegas questlines with multiple options and different individuals that you can speak to in order to know that this is true. i'm not sure how people have so easily forgotten the amount of player choice that was given in that game through dialogue and skill checks.

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Danny Blight
 
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Post » Fri Dec 04, 2015 3:39 pm

The low intelligence dialogue didn't fundamentally alter anything in NV, but it was funny to have responses like: "Me with Seizure's Luncheon" or "I in Brotherwood of Seal".

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Sam Parker
 
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Post » Fri Dec 04, 2015 10:04 am

The perfect example of a FNV quest were dialogue could change the course of a quest is the quest with the Super Mutants, and you need something I cannot remember what it was, but there are multiple ways of defeating this quest:

-You can do the approach of killing everyone and everything in sight

-You can speak with the ghoul and still kill all the mutants

-Kill the Ghoul

-Or complete the quest by completely speeching it out, talk to the Ghoul, talk to the Super Mutant leader, get what you need done, and everyone is happy

-I think there is also a way to just kill the Ghoul and take the Super Mutant side

But not only that there is this old lady asking for a ridiculous amount of caps

-You can barter her for a lower price

-I think you can even persuade her

-Or outright steal it

-Or kill her

The first quest that I did in F4, I was kind of expecting the same. It was the Kill All Raiders Quest in that Plant. I was half expecting the whole Fallout thing, where here I went to town on this Raider camp. I slaughtered the outside with my Sniper Rifle, I took my pipe rifle and went to town in sneak on all these Raiders, and expected when I walked into the room with Jared the raider leader, for him to come talk to me.

"You're the one whose been causing trouble in this plant"

"You've been harming a settlement"

"Harming, I don't know who you are, but you look like some pansy who doesn't know the hard times, maybe I can make you an offer you cannot refuse"

"Speak, but I am might not be interested, depends on what you're offering"

"I am offer [insert amount of caps] tell the settlement you killed us and I'll give you something nice from the treasures we found around here"

I don't know, but the point is that a game should offer replayability. That if I decline one option in the quest, I should want to be able to go back to the next playthrough and do the different options. I mean it's the problem I have with DAI, is that in the end every character with feel like the same character because the game lacks so different options. Yet, DAI, manages to add a bunch of different ways to complete their quest and some of them can be nonviolent.

I should be able to get the option of completing quest in multiple ways.

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KRistina Karlsson
 
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Post » Fri Dec 04, 2015 8:23 pm

This. You can't take a set of dialog options out of context and say that's what every conversation is like. How about the initial conversation with Codsworth? Or your initial encounter with the Railroad? Or some other characters in the main quest that I can't name here for the sake of spoilers.

Putting a screenshot like this up against some of the best conversations in New Vegas and Fallout 3 is silly and you all know that.

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maya papps
 
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Post » Fri Dec 04, 2015 10:40 am

Err... Have you played the game? Did you bother to listen to all the choices or just skimmed through it and thought the rest of the choices were something that could have been different? I have an OCD with such things and I have done a lot of reloading to see what their work with the dialog. At least 90% of the dialog is like that.

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Lil'.KiiDD
 
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Post » Fri Dec 04, 2015 9:39 pm

Yeah, but it's a bit like Skyrim in this place.

Where Bethseda adds an element or a function that isn't as quite apparent in the rest of the game.

The conversation with Codsworth was good, but then it apparently disappeared in the next quest with the Minuteman.

You're kind of thrust into helping them.

Instead of being able to talk to the Raider leader, like

-I don't want to take a minigun to them, I want to talk to them, see what we can come up with

Minuteman, that sounds like a bad idea, but if you think it will work, then by all means

-I am not going to help you, I have to go do something of my own

Minuteman, oh sorry to hear that

I don't want quest forced upon me. And I want to have other options in the quest beside the one option.

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Fam Mughal
 
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Post » Fri Dec 04, 2015 2:18 pm

Well, that one is a joke as well. Cringe-worthy jokes aside, second and third set of responses yield the same result AFAIK. Fourth set includes "Answer me" although there probably weren't any questions asked. And what's worse, clicking that results in the player character saying something along the lines of "What's going on?". The writing of this game (including dialogues) is sub-par in comparison to other RPGs (in general), most places have already reached that consensus (Reddit, Steam, Youtube... you know, places that aren't this forum). It clearly wasn't the focus of BGS when they were making the game as most BGS fans are not very interested in it to begin with.

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Hannah Barnard
 
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Post » Sat Dec 05, 2015 1:19 am

It isn't taking anything out of context to say that mostly everything boils down to:

Yes
No

Sarcasm
Info

And these four options will lead to the same thing almost without fail. Remember the famous "Hate Newspaper" line? Saying that you hate the news has absolutely no effect on the conversation or how Piper thinks of you. The mayor still says the same thing regardless of if you love or hate newspapers. This is the best example that I can think of with the illusion of choice and shallowness of dialogue.

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Laura Richards
 
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Post » Fri Dec 04, 2015 10:35 pm

"New Vegas - A fetch quest which ends up the player making a choice between four major factions that would end up effecting what happens to the Mojave Wasteland.

Fallout 4 - A missing child quest which ends up the player making a choice between four major factions that would end up effecting what happens to the Commonwealth.

They are literally the same really except for what your character starts looking for. Only difference is, finding your son is probably more urgent then finding the guy who attempted to kill you and is taking your job. That and New Vegas also has more minor factions and forced them into the main story. Fallout 4 kept it's minor factions from the main story and there isn't as many. Now, which game actually treated the main story better? That's harder to decide. Both stories has it's ups and downs... New Vegas does some things better while Fallout 4 does others better. Also, I'll honestly take Kellog over Benny any day (mostly because Kellog at least gets character development and is more of a threat) but that's just my personal opinion."

Copied from my post on a locked thread about the main story in Fallout 4 and New Vegas.

Though, I do agree that the dialogue system in Fallout 4 is a bad thing but that's just Bethesda trying new things. Voiced protagonist is also not really good. I can deal with them though simply because everything else is pretty dang good in the game or are major improvements. Especially over Fallout 3.

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Anna S
 
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Post » Fri Dec 04, 2015 9:31 pm

This and I like how in more then a few minutes I can write better dialogue than Bethseda. It just takes a moment to sit down creatively and think about how people would react.

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Thema
 
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Post » Fri Dec 04, 2015 4:41 pm

Talking to a creature that would most likely will try to kill or [censored] you on sight isn't a good idea... Let alone a pack leader of these creatures and possibly the whole pack... Just kill the filthy creatures and ignore the Minuteman.

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noa zarfati
 
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Post » Fri Dec 04, 2015 10:27 am

And how is that different from most of the conversations in 3 or New Vegas? I can pick the meanest dialog options in any of the games, and 99% of the time it won't matter after their immediate response. New Vegas had skill checks, to be certain, and it definitely still has the best dialog out of any of the Fallout games (the first two honestly have some pretty lame dialog IMO, in terms of role-playing), but the difference isn't that stark and Fallout 4 isn't some atrocity.

Then why don't you? This kind of response doesn't convince me you're not just some armchair expert.

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Alexandra walker
 
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Post » Fri Dec 04, 2015 11:12 am

The deathclaw isn't the leader and what a ridiculous idea of putting a deathclaw like that in the first few seconds of the game.

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carrie roche
 
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