Request:Styg: Please make sure
dialogue in Underrail has consequences.
Explanation:Based on the classic RPGs of the past, I strongly believe that dialogue should not simply be an exercise in exhausting every option until the player finally gets the next quest, but also a challenge to win. A dialogue encounter should be a role-playing exercise in which the player has to make the right choices. If you horribly insult an NPC, that NPC should refuse to help you (because you made a bad choice) or there should be an appropriate consequence (such as a smaller reward). This will cause players to take dialogue seriously and attempt to make the correct choice to get the best outcomes. Choices should matter. When the player realizes there are consequences to picking bad dialogue, they will take dialogue more seriously and therefore become more immersed in your game. Plus, it increases replay value.
Summary:Dialogue should be a challenge that you can win or lose, because choices that don't matter are arbitrary.
Example:In Planescape: Torment, the player could actually fail dialogue encounters.
The same can be said for Fallout 1, both of which are considered two of the best RPGs ever.
Further Reading:Planescape: Turnment ReviewChoice and Consequence Review