I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

  • ConsciousCode@beehaw.org
    link
    fedilink
    English
    arrow-up
    14
    ·
    1 year ago

    Social and conversational engines (think Stardew Valley or Animal Crossing) tend to make me feel a lot lonelier than straight NPC dialogue. I think it’s because NPCs are shallow enough that I don’t see them as people, just people-shaped quest dispensers, but when you add social systems on top they’re inevitably going to fall short and that friend-shape turns into an NPC and my brain realizes I was playing alone the whole time. I’m really looking forward to the integration of language models into games so I can actually socialize with these characters, even when they’re more shallow than real people.

    • Echo Dot@feddit.uk
      link
      fedilink
      English
      arrow-up
      12
      ·
      1 year ago

      What I always hate is when the dialogue option description doesn’t really match the dialogue your character then says.

      The Mass Effect games are absolutely notorious for this.

      You press the option that says “I am not so sure about that” and you character goes “You are a lying piece of shit!” *Clementine will remember this.

    • Mot@beehaw.org
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      I think it’s fun to work down a questline for an NPC, but I agree that attempts to make it more that a simple branching dialogue tend to fall a bit flat. I also tend not to like the gift giving grind a lot of games do. I much prefer to go do things with an NPC and often that forms a better bond than an NPC with more dynamic dialogue.