Posted September 15, 2018
dtgreene: Incidentally, one idea that I have had for a while, is that RPGs should clearly mark NPCs who either:
* Provide services when talked to
* Whose conversation triggers effects other than dialog, like setting a quest flag (must talk to this person to continue), or starting a cutscene (like one that results in the party being sent to jail). This would cut down on the frustration considerably.
morolf: That's lame and immersion-breaking imo, such streamlining kills all the joy of exploration and makes it much harder to identify with your character. * Provide services when talked to
* Whose conversation triggers effects other than dialog, like setting a quest flag (must talk to this person to continue), or starting a cutscene (like one that results in the party being sent to jail). This would cut down on the frustration considerably.
Also, I thought of another idea: The ability to cancel dialog when talking to somebody. This could be especially useful if, after reading some long-winded dialog from an NPC, you accidentally talk to them *again* (this has happened to me a lot with JRPGs, for example).