[QUOTE=John DiFool]
Now, some may find the latter to be enjoyable, and it can be, but the former scenario is much more interesting. Here the emphasis is on personal interactions and inner motivations, and not concrete quests and activities. Can such scenarios be crafted on a computer and be convincing? At this point probably not. Thus I won’t be buying my next computer RPG for awhile.
[/QUOTE]
Related concept: Most games so far have followed the Bioware model of interaction. This amounts to having three options in dialogue:
(A) I will do anything you desire, including dropping my quest to save the world to participate in some stupid side-issue because you’re too pathetic to do it yourself.
(B) I don’t care, but will do the quest anyhow.
(C) I initiate mindless violence you [insert insult here].
Plus a liberal dosage of railroading. And this irritates me. A lot. Bioware said they were doing it differently in Jade Empire, but they welshed. The Closed Fist path turned out to be same randomly-psychotic idiocy we’ve seen a dozen times already, and Open Palm turned out to be
I want to see an RPG with options like:
(A) This question/commment/action is specifically focused on the matter at hand.
(B) This question/commment/action is specifically focused on the matter at hand, but different from A.
(C) This question/commment/action is specifically focused on the matter at hand, but different from A or B.
…and then further things which are always present if you want them, without needing special talk options:
Attack! Yeah, you throuw down and start the hurting.
**Leave ** (Just leaves and breaks the conversation. This drops the friendliness between you and the target).
Keyword: ask the target about something specific. While in a few cases you need to have heard about it from someone else beforehand, much fo the time the keywords are just general stuff or related to the character. If he’s a fence, he can clue you into related thief stuff.
bargain: If he sells stuff, in you go.
The key points are that you don’t have to through conversations every time, and that the conversations can be specifically focused only on important things. Many characters won’t even need real conversations, so the designers can focus all their script-writing on interesting stuff. Do we really need 50 variations of, “Hahahahaha, I’m going to kill you now, you goat-faced one-legged hooker!”
…
Likewise, while it’s not for every game, why not have a game where you are “the hero” but just decide how you are going to be the hero. What drives you? Justice? Kindness? Freedom? And then let the players define themselves through that, not just being a wusy push-over “hero” or a psychotic rampagin “villain.” IIRC, Mass Effect did this a little bit.