I always liked Kyrandia 3: Malcolm's Revenge. Tone system, with no direct control over your words. The tones are Normal, Nice, and Naughty. Naughty is usually rude and counterproductive, but it's also the only tone where you can tell lies, so it's situationally useful but risky.
-
-
-
Omg yesss!!! I LOVED this game!!
Kraj razgovora
Novi razgovor -
-
-
The Council has a consumable resource integral to its dialogue system which is pretty cool - this talk may be of interest (its how i found out about the council):https://youtu.be/94O2Lu4O2_k
-
Ah excellent! I caught this live and forgot the talks were up now! Ty!
Kraj razgovora
Novi razgovor -
-
-
A lot of the games that I would say are on this thread all ready but to go a bit more obscure and slightly self-promotion-y, in Vanguard: Saga of Heroes, we implemented a dialogue system based on card based dialogue combat with a bunch of fail and success states.
-
It was the 'diplomacy' system, and though that game had a lot of flaws, it was such a great system to work on and play.
- Još 1 odgovor
Novi razgovor -
-
-
Divinity : Original Sin and its co-op / multiplayer / party based conversations. You can get interrupted. You can disagree. Your co-op partner can start conversations without you. It is bonkers.
-
BF and I are playing this right now! Agreed, it’s wild
- Još 3 druga odgovora
Novi razgovor -
-
-
Off the top of my head: Oxenfree; Firewatch; probably Signs of the Sojourner when it comes out
-
Seconding all of this. And I also really love The Council’s dialogue system because it’s so robustly an RPG
- Još 8 drugih odgovora
Novi razgovor -
Čini se da učitavanje traje već neko vrijeme.
Twitter je možda preopterećen ili ima kratkotrajnih poteškoća u radu. Pokušajte ponovno ili potražite dodatne informacije u odjeljku Status Twittera.