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
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Posted by Brother None
Tue, 18 Nov 2014 03:08:36 GMT
Fallout: Lonestar releases first development diary
Tue, 11 Nov 2014 11:36:45 GMT
Kotaku articles on Fallout 1 and 3
Wed, 05 Nov 2014 16:24:08 GMT
Another fake Fallout 4 trademark
Fri, 24 Oct 2014 02:14:13 GMT
Kotaku ranks the Fallout games
Thu, 23 Oct 2014 15:22:24 GMT
An apocalyptic anniversary
-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
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