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the dialog systems in rpgs like baldurs gate 3 are completely retarded. it's already retarded in the orignal pen and paper game. so you say a thing, then you roll the dice, and either you 'persuaded' someone or not. you didn't? well, just quickload and try again. it takes agency away from the player in the worst way, so of course it encourages savescumming.

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@i @Arwalk maybe here it's just the extreme dissonance between the thing that happens (you say some words to someone) and what actually matters (there's some virtual diceroll whether your words are persuasive). i don't really enjoy non-deterministic battle either, but that's easier to swallow (at least to me)
@i @lain @Arwalk
>but it also kills most of the replayability

I disagree. If you want replayability, make multiple paths for the player to take and they will take different paths on playthroughs if they feel like it. Ideally make them result in different endings so there's actually point in them. It's that easy. You don't need a mechanic where the game fucks you over making the player choose between savescumming or forcefully taking a different path they didn't want.