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« on: October 01, 2013, 05:08:00 pm »
The reason I dislike keyword based systems is that it creates a barrier between the npc and the player which causes a disconnect, it feels impersonal and it's no fun. I prefer proper dialogue trees because then the character respond to the whole thing said and provide context rather than picking up on a specific word and ask about it, you don't do that in the real world (mostly), why would in a game if the dialogue tree system works wonders?
I'm currently developing a game that is all about puzzles and reading so no, I don't think it's tedious or unfun when it's put in the right context. But when I talk with npcs in games, I like it to be personal and engaging, not like I'm on a lecture taking notes.
I dont take it personaly, I just don't like it when people talk like that and I call out on it.