The last thing we want to talk about is the keyword dialog system. Many of our systems are designed to be a modern take on systems from the original Wasteland. We started with the Wasteland keyword system and updated it, adding layers of complexity that enable us to increase conversational reactivity.
The foundation of the keyword system is the player building up a keyword library through interaction with NPCs and the world. The keyword list starts out empty, and as you speak with NPCs they will reveal new keywords to you. If the revealed keyword is only of interest to that NPC, it will go into a local list. You can click on words in the keyword list to navigate through the conversation. If the revealed keyword has importance beyond that particular conversation, it is put into the regional keyword list. These keywords are of interest to most of the NPCs you encounter that region. A third option, which is never required, is to type something in – a nod to Wasteland 1’s system.
Keywords are also added to the keyword list through perception skill use and environmental description text. For example, if you use perception to examine an object in the world, your observations might reveal a new keyword. Or, if you explored the level and triggered the descriptor text of some object or feature, it too might unlock a keyword.
The NPC’s reaction to any given keyword can be affected by a number of factors including: the party composition, previous gameplay choices, previously used keywords, previous player responses to NPC questions, character skills, character attributes, item inventory, equipped weapons and armor, prior party actions, and CNPCs in the party. In other words, there isn't a one-to-one correlation between keywords and the NPC’s response.
It is important that the player listens to (reads) what the NPCs are saying, because often you can judge by their tone the right way to approach the conversation. For instance, in some cases using a keyword at a particular point of the conversation changes the NPC’s answer to other keywords, or even ends the conversation all together.
One of the suggestions from the fans was that the Ranger party should deliver a line of dialog instead of just barking a keyword. We really love this idea. Having full sentences creates a natural conversation flow. Additionally, this approach allows us to remove the ambiguity of keywords – holding your mouse over a keyword will show you a preview of the sentence your Rangers will say.
- Fallout 2
- Fallout 3
- New Vegas
- Hosted Sites
Posted by Brother None
Mon, 15 Jun 2015 17:17:37 GMT
Fallout 4 Mods will be available on Xbox One
Mon, 15 Jun 2015 08:26:27 GMT
Fallout 4 coming out on November 10, free mobile spin-off out now
Sun, 14 Jun 2015 20:16:15 GMT
Bethesda E3 Showcase Tonight, Stream Links
Tue, 09 Jun 2015 14:44:25 GMT
Chris Avellone leaves Obsidian
Wed, 03 Jun 2015 14:03:22 GMT
Fallout 4 announced with official trailer
Tue, 02 Jun 2015 14:48:55 GMT
Bethesda teases Fallout 4 announcement
Mon, 11 May 2015 15:33:55 GMT
Fallout 4 CGI trailer pops up in resume
Thu, 07 May 2015 21:16:35 GMT
Rumor: Fallout 4 to be shown with gameplay video at Beth's E3 conference
Sun, 03 May 2015 21:20:45 GMT
Chris Avellone talks about Van Buren PnP campaign
-Opening Analysis: Fallout
-AMA Q&A with Brian Fargo and Chris Avellone
-Wasteland 2 Interview with Chris Avellone and Brian Fargo
-Wasteland Kickstarter Project Interview with Brian Fargo
-The Origins of Fallout
-Afterfall: InSanity review
-Afterfall: InSanity preview
-Lonesome Road Review
-Old World Blues review
-Fallout2 Hi-Res Patch v4.1.5
-Fallout1 Hi-Res Patch v4.1.5
-Falloup, a Fallout Comic by 'Ten'
-FO1 bos grenades quest
-Graphics Viewer v1.36
-RobCo Systems Beta 1.0
-S.T.A.L.K.E.R.: Anarchy Cell Design Document
-Koan's Gift: Oblivion Lost Design Document Pack
-S.T.A.L.K.E.R.: Oblivion Lost Design Document
-S.T.A.L.K.E.R.: Oblivion Lost Story Outline
-Fallout Script Editor 1.5a
-Mission Mojave Fixpack
-Garden Of Eden Creation Kit
-The Weapon Mod Menu
-The Mod Configuration Menu
-Interior Lighting Overhaul
Older news articles can be found over here.
©1997-> End of time Odin. The Contents of this page may not be used, published or reproduced without the owners written permission.
All other material © of their respectful owners.