>please just let me click menus and read walls of text instead of gameplay
You could try an actual book instead, or even an old school adventure game with actual puzzles you didn't look up online.
Yes but only if the pacifist playthrough isn't an obvious shoehorned way the devs want you to play it and that it isn't a "good" or "moral" way to accomplish every quest.
I don’t think every game should present a pacifist playthrough, but if the game is going to include skills then they should all be balanced in a way that they are all viable. No swimming in Deus Ex or Doctor in Fallout
>It does make getting the shotgun on liberty island a lot easier of you at least train it
But you can get it without training swimming at all, you just take some damage and that's it, maybe use a medkit at most.
Yes.
But it shouldn't be because of "but muh morals" but instead let you be able to lie or bullshit your way through the entire game just for kicks. "Scoundrel/chaotic good" pacifists are a underrated route.
But with a party in cRPG style. Rather than fighting, you use their skills and abilities to climb, sneak places, form human bridges across ravines, summon and commune with spirits, etc.
It would be better if they could make the dialogue system more interesting than just pressing a button to pass a speech check and reading text. Like people shit on Oblivions little wheel minigame but they really were making an attempt to try and add more depth to that shit. Even like just having it be tied to multiple skills instead of just one flat Dialogue stat would help.
All? Nah. Despite how much I like the option personally, I think games that bend over backwards to accommodate it often end up compromising their tone.
The narrative context matters, and many of these games deal with conflicts or situations where it's not always believable that you could solve every problem without resorting to violence or at least having to defend yourself from it.
This is very true, although gamifying dialogue is a pretty iffy proposition imo, it ends up feeling like a minigame any time it's been tried and not like a conversation. My personal preference is using a variety or skills like you said and also including dialogue mazes like DE:HR if you didn't take the one Aug that solves them for you.
That's pretty much what we're doing with Fallout: Miami, using stuff other than Charisma for many of the conversations and dialogue mazes where it makes sense.
Yeah HR's dialogue mazes are good idea systems wise and combined with fallouts various skills plus its reputation system will probably make for some interesting stuff. I always liked that about Fallout New Vegas especially, how the reputation is based off of faction relations and fame more than a black and white morality system ala 3. I especially like it in RPG's where your reputation or relations with a faction causes enemies to flee or surrender or become terrified.
Alpha Protocol had a good way of going about dialogue. You could get lots of different things out of people if you knew how to play them. If you read the dossier on them before speaking, you would get an idea of what approach to go with.
I remember there's one conversation where the most successful approach is to just smash the guys face into the bar.
Pacifist playstyle is legitimately boring as all frick unless it just means stealth. The only way to give it some form of gameplay is to make them point and click adventure games. Which is a great genre, but not something you can reconcile with an otherwise combat-focused rpg, or at least no one has tried it so far.
If an RPG won't let me tell someone to kill themselves and then they do it (After I pass a CHA/PERSUADE check) then it's not an RPG.
>Pacifist playthrough
There's not a single RPG that has such a feature. Even Disco Elysium or Planescape: Torment.
Age of Decadence
>please just let me click menus and read walls of text instead of gameplay
You could try an actual book instead, or even an old school adventure game with actual puzzles you didn't look up online.
>nitwick thinks combat = gameplay
many such cases
>can't even spell nitwit right
Look I agree with you but ironically your lack of grammar skills makes you the nitwit.
Yes but only if the pacifist playthrough isn't an obvious shoehorned way the devs want you to play it and that it isn't a "good" or "moral" way to accomplish every quest.
I don’t think every game should present a pacifist playthrough, but if the game is going to include skills then they should all be balanced in a way that they are all viable. No swimming in Deus Ex or Doctor in Fallout
>not taking leveling master to swimming every playthrough
It does make getting the shotgun on liberty island a lot easier of you at least train it
>It does make getting the shotgun on liberty island a lot easier of you at least train it
But you can get it without training swimming at all, you just take some damage and that's it, maybe use a medkit at most.
>should all-
no
>oh so then none-
no, homosexual
Yes.
But it shouldn't be because of "but muh morals" but instead let you be able to lie or bullshit your way through the entire game just for kicks. "Scoundrel/chaotic good" pacifists are a underrated route.
no but every RPG should have a combat system
Why are there no detective games?
There are, it's a concept better suited for adventures games.
Also in b4 another anon namedrops Disco Elysiym
But with a party in cRPG style. Rather than fighting, you use their skills and abilities to climb, sneak places, form human bridges across ravines, summon and commune with spirits, etc.
thats called shadowrun
they made 5 of those games
It would be better if they could make the dialogue system more interesting than just pressing a button to pass a speech check and reading text. Like people shit on Oblivions little wheel minigame but they really were making an attempt to try and add more depth to that shit. Even like just having it be tied to multiple skills instead of just one flat Dialogue stat would help.
All? Nah. Despite how much I like the option personally, I think games that bend over backwards to accommodate it often end up compromising their tone.
The narrative context matters, and many of these games deal with conflicts or situations where it's not always believable that you could solve every problem without resorting to violence or at least having to defend yourself from it.
This is very true, although gamifying dialogue is a pretty iffy proposition imo, it ends up feeling like a minigame any time it's been tried and not like a conversation. My personal preference is using a variety or skills like you said and also including dialogue mazes like DE:HR if you didn't take the one Aug that solves them for you.
That's pretty much what we're doing with Fallout: Miami, using stuff other than Charisma for many of the conversations and dialogue mazes where it makes sense.
Yeah HR's dialogue mazes are good idea systems wise and combined with fallouts various skills plus its reputation system will probably make for some interesting stuff. I always liked that about Fallout New Vegas especially, how the reputation is based off of faction relations and fame more than a black and white morality system ala 3. I especially like it in RPG's where your reputation or relations with a faction causes enemies to flee or surrender or become terrified.
Alpha Protocol had a good way of going about dialogue. You could get lots of different things out of people if you knew how to play them. If you read the dossier on them before speaking, you would get an idea of what approach to go with.
I remember there's one conversation where the most successful approach is to just smash the guys face into the bar.
Players should learn to accept a "game over" screen as an acceptable ending for a pacifist playstyle.
No. Players are not part of a game's taxonomy. Next you'll make "fun" a requirement too.
Pacifist playstyle is legitimately boring as all frick unless it just means stealth. The only way to give it some form of gameplay is to make them point and click adventure games. Which is a great genre, but not something you can reconcile with an otherwise combat-focused rpg, or at least no one has tried it so far.