I finished Fallout 3 recently, and while I was very impressed with a lot of things, I couldn’t help but notice how shallow it is in terms of conversation trees and the possible ways to solve quests, in comparison to past Fallouts. With some exceptions, they mostly felt like they had to get right to the point with no subtlety to them; “YES I WILL SAVE YOUR TOWN” “NO AND I WILL EAT YOUR BABY” “I WILL DO IT FOR CAPS”. And people don’t react to choices you make, either. You can disarm a nuclear device, and no one in that same town seems to give a crap.
I think the main problem is that every choice you make and every piece of dialogue they put in takes so much more in resources to accomplish nowadays than it did even ten years ago. If they insist in voice-acting every line, then they simply can’t put in even half as much dialogue. Programming in the scripted sequences that result from your actions now takes teams of animators, modelers, and programmers hours to make., while before, all you needed was a text pop-up, or a simple animation that took one dude 10 minutes. Games in the past didn’t necessarily take advantage of the ease in providing multiple options, but now the barrier is far higher. Would Planescape Torment have been made the way it was, if EVERY line had to be voice-acted, complete with 3D animated lip-syncing?
We’re losing out on choice, of how to talk to people, of affecting the way quests and plot resolve, and of seeing the world react to our deeds. I mean, we do get much prettier games (which I love, don’t get me wrong) with much enhanced animation and combat and physics engines, but instead of 5-6 possible scripts/dialogue of consequences, we’re railroaded into 1-2. Instead of NPCs being able to react differently depending on whether any of 10 different variables has been set, they’re only programmed to react to 2-3. And so on. FPS don’t much care, but RPGs do, and suffer for it, at least in this (important) aspect.
Does this make sense? If not, please make me feel better by pointing out how wrong I am.
And somewhat appropriately, I’m off to a semi-depressing pub, where hopefully the bartender has rumors about strange goings-on in the cave right outside town and the restless princess who dreams of adventure.