Let's really re-invent how RPG's convey dialog and dialog options. Being honest, CP2077 dialog was mostly just a click-thru affair. 90% of the dialog "choices" were just meaningless color language (which still has a place btw).
Yes, some life path color choices.
Yes, a few narrative changing choices (like 2 or 3 max)
For Orion WE NEED to reinvent this and make DIALOG AS GAMEPLAY! What do I mean?
Any input from the user should "move a needle" somewhere. Not just give illusions of something changing. Which players have lost patience for these days.
PROPOSAL
-----------------
1. Keep the various color dialog choices but allow them to feed into PERSONALITY TRAIT buffs, not unlike the various existing stat progression buffs you get by performing gameplay feats.
For example, if I want my character to be a SMART ASS, then let there be many "smart ass" dialog responses that give me EXP in "SMART ASS" and different levels of smart ass grant me buffs.
Do the same with other dialog personalities like STOIC, FUNNY, etc.
You might want buffs from different PERSONALITY paths and will need to determine if a dialog response is FUNNY, STOIC, SMART ASS etc. The game SHOULD NOT outright tell you which is which! That turns dialog into an actual THINKING activity with rewards.
2. Do not just highlight the dialog choice that advances the story. That is META. Thinking about the conversation and deciding what you, the character, want to accomplish IS GAMEPLAY. Let's not cater to the normies who just want to button mash through dialog.
Or at least, make it an option to turn highlight or dialog hints on/off.
That is all. Let's DO THIS!
Yes, some life path color choices.
Yes, a few narrative changing choices (like 2 or 3 max)
For Orion WE NEED to reinvent this and make DIALOG AS GAMEPLAY! What do I mean?
Any input from the user should "move a needle" somewhere. Not just give illusions of something changing. Which players have lost patience for these days.
PROPOSAL
-----------------
1. Keep the various color dialog choices but allow them to feed into PERSONALITY TRAIT buffs, not unlike the various existing stat progression buffs you get by performing gameplay feats.
For example, if I want my character to be a SMART ASS, then let there be many "smart ass" dialog responses that give me EXP in "SMART ASS" and different levels of smart ass grant me buffs.
Do the same with other dialog personalities like STOIC, FUNNY, etc.
You might want buffs from different PERSONALITY paths and will need to determine if a dialog response is FUNNY, STOIC, SMART ASS etc. The game SHOULD NOT outright tell you which is which! That turns dialog into an actual THINKING activity with rewards.
2. Do not just highlight the dialog choice that advances the story. That is META. Thinking about the conversation and deciding what you, the character, want to accomplish IS GAMEPLAY. Let's not cater to the normies who just want to button mash through dialog.
Or at least, make it an option to turn highlight or dialog hints on/off.
That is all. Let's DO THIS!


