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  1. #31
    Frag_Maniac's Avatar Banned
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    Originally Posted by cawatrooper9 Go to original post
    As long as the choices are relatively innocuous, I don't see a problem with it.
    Then again does it really make sense to go to all the trouble of adding dialog choices and varied outcomes only to have trivial affect? The main points of interest in any AC game is obviously whom gets assassinated, or conversely, whom gets positions of power. It would be like mere window dressing to offer only innocuous choices.

    Besides, latest word is this Polish site people are referring to says they decided against it, which to me sounds like the sensible thing to do. There are far better places to spend dev time than on innocuous dialog choices and outcomes. If they just so much as streamlined the gear upgrade system and made lock on view less confining I'd consider it far better than trivial dialog choices with insignificant outcomes.

    After all, this has always been an Action Adventure game, not an RPG. It's one thing to add a few light RPG elements here and there, that just fleshes out the game, but to add things that completely changes the flow and feel of the game is not a good idea.
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  2. #32
    joelsantos24's Avatar Senior Member
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    Originally Posted by Frag_Maniac Go to original post
    Then again does it really make sense to go to all the trouble of adding dialog choices and varied outcomes only to have trivial affect? The main points of interest in any AC game is obviously whom gets assassinated, or conversely, whom gets positions of power. It would be like mere window dressing to offer only innocuous choices.
    From my experience, dialogue options have varied contexts and outcomes. I remember that, in Uncharted 4, we have a dialogue option when Nate and Sam arrive at the commercial district of Libertalia, that is meant to delve slightly deeper into the roots of that pirate colony as well as to further develop Nate's and Sam's characters. Then again, during Nate's first encounter and hostile engagement with Nadine, one of the antagonists of the game, there're some dialogue options throughout the fight, that don't really hold any insightful meaning, other than making Nate sound more like a "smart-a**" or not. The former example is voluntary, as we can choose to skip the interaction altogether, the latter happens during character interaction, so it's forced.

    Originally Posted by Frag_Maniac Go to original post
    Besides, latest word is this Polish site people are referring to says they decided against it, which to me sounds like the sensible thing to do. There are far better places to spend dev time than on innocuous dialog choices and outcomes. If they just so much as streamlined the gear upgrade system and made lock on view less confining I'd consider it far better than trivial dialog choices with insignificant outcomes.
    I agree. Keeping dialogue options out of AC seems like the best option, in my opinion.

    Originally Posted by Frag_Maniac Go to original post
    After all, this has always been an Action Adventure game, not an RPG. It's one thing to add a few light RPG elements here and there, that just fleshes out the game, but to add things that completely changes the flow and feel of the game is not a good idea.
    Completely agreed. On the other hand, we all know about their pathological obsession with RPGs, so I think they're going to keep adding those elements, until there's nothing more to add, I'm afraid.
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  3. #33
    cawatrooper9's Avatar AC Forum Moderator
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    Originally Posted by Frag_Maniac Go to original post
    Then again does it really make sense to go to all the trouble of adding dialog choices and varied outcomes only to have trivial affect? The main points of interest in any AC game is obviously whom gets assassinated, or conversely, whom gets positions of power. It would be like mere window dressing to offer only innocuous choices.
    For roleplaying purposes... maybe?

    Telltale Games are famous for having almost their entire gameplay model arranged by dialogue-driven play, and to be honest the majority of dialogue choices have limited to no large-scale effect. That's why, at the end of an episode, there are generally only five or six big decisions that you get to see that you've made.

    So I guess it's possible, but it might also depend on how far we're willing to say a decision doesn't deviate too much from reality.

    Besides, latest word is this Polish site people are referring to says they decided against it, which to me sounds like the sensible thing to do. There are far better places to spend dev time than on innocuous dialog choices and outcomes. If they just so much as streamlined the gear upgrade system and made lock on view less confining I'd consider it far better than trivial dialog choices with insignificant outcomes.

    After all, this has always been an Action Adventure game, not an RPG. It's one thing to add a few light RPG elements here and there, that just fleshes out the game, but to add things that completely changes the flow and feel of the game is not a good idea.
    Oh, for sure, I'd like to totally reiterate that the dialogue thing is 100% a rumor right now. All we know is that the game is currently called Assassin's Creed: Odyssey, and we've seen the logo along with a short clip of one soldier kicking another soldier off a cliff. We can't even for sure say that the game is set in Greece right now.

    Less than a week until Ubisoft's E3 press conference, though, so I can only assume we should know more by then!
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  4. #34
    joelsantos24's Avatar Senior Member
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    Originally Posted by cawatrooper9 Go to original post
    For roleplaying purposes... maybe?

    Telltale Games are famous for having almost their entire gameplay model arranged by dialogue-driven play, and to be honest the majority of dialogue choices have limited to no large-scale effect. That's why, at the end of an episode, there are generally only five or six big decisions that you get to see that you've made.

    So I guess it's possible, but it might also depend on how far we're willing to say a decision doesn't deviate too much from reality.
    I think that the context you're referring to, makes more sense in a story-based, narrative-driven game. Not all the interactions have the same value.
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  5. #35
    Frag_Maniac's Avatar Banned
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    Originally Posted by cawatrooper9 Go to original post
    For roleplaying purposes... maybe?

    Telltale Games are famous for having almost their entire gameplay model arranged by dialogue-driven play, and to be honest the majority of dialogue choices have limited to no large-scale effect. That's why, at the end of an episode, there are generally only five or six big decisions that you get to see that you've made.
    Then again Telltale games are never Action Adventure like AC. If there wasn't player decisions and dialog options, there'd literally be nothing much to them. Not a very good example IMO.
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  6. #36
    Originally Posted by Frag_Maniac Go to original post
    Then again does it really make sense to go to all the trouble of adding dialog choices and varied outcomes only to have trivial affect? The main points of interest in any AC game is obviously whom gets assassinated, or conversely, whom gets positions of power. It would be like mere window dressing to offer only innocuous choices..
    That's exactly what Origins did - superficially presenting itself like other RPGs for the sake of marketing but not necessarily diving into the meat of those mechanics. In that sense , it gives me hope that they won't have a choice mechanic!
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  7. #37
    SixKeys's Avatar Senior Member
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    Originally Posted by Frag_Maniac Go to original post
    Then again Telltale games are never Action Adventure like AC. If there wasn't player decisions and dialog options, there'd literally be nothing much to them. Not a very good example IMO.
    I only ever played the first two Uncharted games and those were strictly action-adventure. Now I hear the fourth game apparently has dialogue choices. If Uncharted can get away with it, why not AC?
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  8. #38
    dxsxhxcx's Avatar Senior Member
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    Originally Posted by SixKeys Go to original post
    I only ever played the first two Uncharted games and those were strictly action-adventure. Now I hear the fourth game apparently has dialogue choices. If Uncharted can get away with it, why not AC?
    Just my two cents since I don't own a Playstation and have never played the game (but I've watched a few videos on youtube), I don't think Uncharted had to sacrifice its lore in order to add this feature like AC would have to do, most likely coming up with a poor excuse for that to make sense given the nature of the Animus.
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  9. #39
    joelsantos24's Avatar Senior Member
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    Originally Posted by SixKeys Go to original post
    I only ever played the first two Uncharted games and those were strictly action-adventure. Now I hear the fourth game apparently has dialogue choices. If Uncharted can get away with it, why not AC?
    Uncharted, just like The Last of Us of The Order, are action-adventure games, granted, but essentially, they're story-based and narrative-oriented experiences. In games such as Uncharted, the story is everything there is. In a game such as AC, it's merely one component, and one which doesn't even hold the value it used to.
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