Discussion: Positron and Castle on Warcry.com
ok so yeah
"more branching options in the future"
there, save some folks time
[ QUOTE ]
[ QUOTE ]
traditional RPG branching tree dialogue
[/ QUOTE ]
I'm not quite sure what this means, can someone clarify this for me?
[/ QUOTE ]
Bishop Don't say the kid's name, vic!
Cut back to vicar.
Vicar Francesco Luigi...
Explosion.
Hmm, I seem to remember way back when issue 12 was going to be small. . .
Seems like not only did they decide to go big with it but added in some sweet options. All that noise going on about closed beta and I totally forgot about the power-up with level-up.
Big smiles so far for issue 12!
I think Castle's real life name is awesome! Floyd Grubb. That's pure epic, right there.
Serously.
The branching dialogues sounds cool. I would love to have to choose which wire to cut, or which button to push.
Uber Talgrim - level 50 emp/dark defender
Uber Rod - level 50 dark melee/regen scrapper
Rod Valdr - level 50 invuln/SS tanker
Talgrim - level 50 ninja/dark mastermind
OMG!! Please add these costume designs now!
Here's his accredited work
[ QUOTE ]
Here's his accredited work
[/ QUOTE ]
So we have Castle to thank for Master of Orion 3?
Uber Talgrim - level 50 emp/dark defender
Uber Rod - level 50 dark melee/regen scrapper
Rod Valdr - level 50 invuln/SS tanker
Talgrim - level 50 ninja/dark mastermind
OMG!! Please add these costume designs now!
[ QUOTE ]
[ QUOTE ]
Here's his accredited work
[/ QUOTE ]
So we have Castle to thank for Master of Orion 3?
[/ QUOTE ]
MOO3 ... well had so many problems from a few different sides, hard for me to blame anyone solely or specifically for it .
Let's Dance!
The new information given was the RPG Branching option. That actually sounds good. Though it won't matter much on Teams.. People will just Pick which ever path leads them to their Farms, AVs, or special temp powers... Ah well..
[ QUOTE ]
The branching dialogue options sound interesting, to say the least. I'll wait to see how it shows up in the new zones to see what they actually do with it. If they go back and spruce up old content with it, though, there's a couple villain contacts I can think of who need some more dialogue choices...
[/ QUOTE ]
Fun exercise time! I want to see lots of fun (and hopefully not ban-worthy) replies!
List of things you'd like to say to Hardcase:
READYGO!
"By save you mean, after I kill them I have to bury them right?...RIGHT?"
Current Hero: Memoriam
Current Villian:Matty the Burn
Global Chat: Azazel005
<AR>
Ah good branching dialog, this hopefully also means contacts can now use different dialog with you depending on if your a hero or villain. That should fix issues that some people have with cooperative zones.
It also means several missions I looked at back in COV beta could actually have branches. Look at the kidnap/rescue so and so. You get offered verbally to let them go for a fee but never actually get the chance. Or if instead of rescuing them what if you could turn them over to someone else... heh. this is a good tool in the developers arsonal.
But it's MY sadistic mechanical monster and I'm here to make sure it knows it. - Girl Genius
List of Invention Guides
[ QUOTE ]
He's also excited about the addition of traditional RPG branching tree dialogue, something they didn't have in City of Heroes until this Issue and will now begin to use quite a bit.
[/ QUOTE ]
Ooooo! I've been asking for this since before CoH even went live! I'm *really* looking forward to how it works out!
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue
[ QUOTE ]
I think Castle's real life name is awesome! Floyd Grubb. That's pure epic, right there.
[/ QUOTE ]
Huh, any relation to Jeff Grubb?
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue
"Why don't you come to the party and see my response for yourself?"
"Lets see whats behind door number two!" *Smack Hardcase upside the head.*
______________
Branching dialog. *sniff* Our little game is finally growing up. There is so much good that can come of this, I12 would be a big win in my eyes with nothing else.
Why weren't we told before?
HOLY [WARNING EXPLICIT LYRICS]!!!
[ QUOTE ]
He's [Positron] also excited about the addition of traditional RPG branching tree dialogue, something they didn't have in City of Heroes until this Issue and will now begin to use quite a bit.
"In this issue it's just the test bed for it, we got the tech late into the development process so we were not able to use it everywhere we wanted to," said Miller.
This allows them to put options into conversations or theoretically do things like present players with situations like which wire to cut when diffusing a bomb. It sounds simple, but it makes their options as mission designers much greater.
Miller could not - however - comment on whether they plan to go back over old content and backwards integrate this technology.
[/ QUOTE ]
Ok, quite simply put, this may be the most significant feature coming in I12, especially if they end up eventually going back and re-writing a bunch of the older arcs using this tech. We could see real consequences for failing certain missions, end-of-mission decisions that change the outcome of the mission (do you let the kidnap victim go, taking his/her bribe, or turn him/her in?) and real choices in mission selection ("Oh? If I don't fix this problem, you're telling me I'm going to regret it? Bring it!"), just to name a few ideas off of the top of my head.
I12 just keeps getting better and better....
[ QUOTE ]
For those who go down the Wolf Spider route, they have the choice between Crab Spider and Bane Spider at level 24. "This is the first archetype that we've designed that halfway through their career they get to choose what path they're going to go down," Grubb told us. The Crab Spiders have some pet and stealth tools to go with their melee arsenal, while the Bane Spider takes the warrior thing to an even further degree.
[/ QUOTE ]
That has got to be backwards. Right?
Yes.
Yet another great feature slipped under the radar for i12. And hopefully it's well recieved enough that in i13 they retrofit it to older missions. Something like Jim Tremblor's arc, if you fail at rescuing Fusionette, then the next mission would be slightly different
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Here's his accredited work
[/ QUOTE ]
So we have Castle to thank for Master of Orion 3?
[/ QUOTE ]
It couldn't be his fault, look he worked on Lost Vikings.
No one that had anything to due with that project could be blamed for anything bad.
MOO3 ... well had so many problems from a few different sides, hard for me to blame anyone solely or specifically for it .
[/ QUOTE ]
[ QUOTE ]
HOLY [WARNING EXPLICIT LYRICS]!!!
[ QUOTE ]
He's [Positron] also excited about the addition of traditional RPG branching tree dialogue, something they didn't have in City of Heroes until this Issue and will now begin to use quite a bit.
"In this issue it's just the test bed for it, we got the tech late into the development process so we were not able to use it everywhere we wanted to," said Miller.
This allows them to put options into conversations or theoretically do things like present players with situations like which wire to cut when diffusing a bomb. It sounds simple, but it makes their options as mission designers much greater.
Miller could not - however - comment on whether they plan to go back over old content and backwards integrate this technology.
[/ QUOTE ]
Ok, quite simply put, this may be the most significant feature coming in I12, especially if they end up eventually going back and re-writing a bunch of the older arcs using this tech. We could see real consequences for failing certain missions, end-of-mission decisions that change the outcome of the mission (do you let the kidnap victim go, taking his/her bribe, or turn him/her in?) and real choices in mission selection ("Oh? If I don't fix this problem, you're telling me I'm going to regret it? Bring it!"), just to name a few ideas off of the top of my head.
I12 just keeps getting better and better....
[/ QUOTE ]
I agree. I haven't played a large amount of MMOs but I can't think of one that has branching mission structure or dialog trees. If they can pull this off and do what I'm thinking, this could be a revolutionary step forward for the genre not just the game.
The possibilities of this feature boggle my mind. Mainly I'm thinking of the shear amount of story and characterization that this feature could infuse the game with and also the massive amount of work it would require to implement with missions which would become incredibly more complex if character choices can start to influence the outcome of the story.
This would help solve or at least alleviate one of the biggest problems of the genre. Namely, the repetition and grind of MMO game play. In all the MMOs I've played the missions are: Go here, kill x, collect x, protect x, etc. If they can implement this then instead of passively riding through the story on rails the players will be able to choose how they wanted to proceed through the story, make choices, and interact with the NPCs. Those choices would affect how the story plays out and what kind of missions and story the characters will have based on the choices they make through a mission arc, for example. This would greatly enhance replayability so you could see how different choices affect the outcome of the story as you played through the arcs on different characters.
Think about any RPG, adventure game, or any game with a branching story for example. You are able to choose how you want to proceed through the game and there are many alternate sections or endings you can play through based on the choices you make. It also determines how the NPCs in the game will react to you.
This would also allow NPCs to be more than buttons you press to get a block of text and missions, they would be something you could actually have a "conversation" with, and have the dialogs you choose affect how the NPC reacts to you and how those choices could affect the progression of a story arc.
I went on too long but I am very excited to see how this develops.
A cool addition to the game with branching plotlines could be a type of alignment system based on the decisions your character makes. This could further, affect how NPC's react to you to the effectiveness of certain powers. (Knights of the Old Republic is a good example of how this works with Dark Side /Light Side stuff)
For example Statesman's Alignment could be "Shinning Becon of Hope" and give him a bonus to Healing Powers. While say Manticore would be a "Dark Protector" and could have more effective stealth powers. (The same two examples work with Superman and Batman essentially).
"I accidently killed Synapse, do we need to restart the mission?" - The Oldest One on Lord Recluses Strike Force
[ QUOTE ]
He's also excited about the addition of traditional RPG branching tree dialogue, something they didn't have in City of Heroes until this Issue and will now begin to use quite a bit.
[/ QUOTE ]
Finally! Finally! I've been wanting this for so long. I've even suggested this a long time ago in the Suggestion Forums.
I'm a fan of RPG's that actually allow you to choose what to say in a dialogue with the NPC's, and sort of allow you to decide how your character would act. I love computer/videogame RPG's that have this feature, like Fallout, Baldur's Gate, Neverwinter Nights, Mass Effect, Planescape:Torment, etc.
Yes! CoH/CoV will finally have some kind of branching dialogues system! O_O
In all honesty, I am looking forward to this more than VEATS or Power Proliferation. Thank you! Thank you! Thank you!
woah, branching dialogue??? i just got happy, like partrige family happy. that was something i have begged for for a long while. the forum censors will not allow me to say how happy this makes me. maybe we will see this implemented with weston phipps and hardcase? so ethical villians can tell weston to stuff it, and real nasties can work against hardcase?
[ QUOTE ]
[ QUOTE ]
For those who go down the Wolf Spider route, they have the choice between Crab Spider and Bane Spider at level 24. "This is the first archetype that we've designed that halfway through their career they get to choose what path they're going to go down," Grubb told us. The Crab Spiders have some pet and stealth tools to go with their melee arsenal, while the Bane Spider takes the warrior thing to an even further degree.
[/ QUOTE ]
That has got to be backwards. Right?
[/ QUOTE ]yeah based on the video, thats a backwards, we saw that banes summon backup and hit from stealth(as most of us find out in grandville a little too often).
[ QUOTE ]
[ QUOTE ]
traditional RPG branching tree dialogue
[/ QUOTE ]
I'm not quite sure what this means, can someone clarify this for me?
[/ QUOTE ]
Translation: Awesome
There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.