Dialogue and Actions

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Dialogue and Actions

With dialogue (voiced or not), it feels a bit tried and done, with little innovation. One sided interaction, usual "window dressing", one step to move forward to another quest stage ... a big Yes option, one or two similar lines depending on type of personality to emulate, information option(s) and No at the bottom.
It is more about the player and accommodating choices based on few types of personalities, with predictable responses than trying to simulate Interaction.

And big part of roleplaying in Cyberpunk is attitude, right?

I could see something done like Timing based system of Contextual prompts ( similar to Mass Effect Paragon/Renegade, but far more extensive/complex and fully under player control).

Dialogue+Action: Push other person back , flirtation gesture, light a cigarette and blow smoke to someone's face, pull out your weapon...something like this, contextual options available to both sides with a strong impact on dialogue direction, while still "inside" dialogue.

On npc's this could have different effects...point gun at someone and a weak person would back down, but someone else might put up a fight.
Also stats would have strong impact here. Especially "Cool" as resistance to npc actions.

- Less feeling of control, more dynamic based on responses vs. npc personality
- Less barriers between action and dialogue, having one affect direction of another

This would take some time to really refine, but could be a strong improvement to typical static/one sided player-npc dialogue.
 
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