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Shadowrun
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I think that's where the next big breakthrough in IF/CRPGs will be...
[quote name="Ice Cream Jonsey"][quote name="Fucking Elves"]Catch Jessica in a lie early on, can't follow up on it at all in the conversations or take any precautions for the inevitable betrayal.[/quote] I didn't catch her in a lie. I am not a good detective. This problem has plagued games for decades. How do you let the player communicate that they "caught" something that most players won't? From a pure <b>input</b> standpoint, I mean. You could follow up on the lie in one way -- if your character's intelligence is greater than x, then dialogue options would be displayed that let you go down the path of proving she lied. That doesn't do much in terms of gameplay, because the fights are supposed to provide pleasure, and skipping them due to dialogue isn't necessarily what anyone wants. But back to the thing I quoted: that is really difficult to implement. But I think it IS worth implementing. You could allow the free input of text, but then the player is motivated to do: Ask Jessica about what topic? >lying to every NPC. Dunno, curious as to the best way to tackle this. (And I get your greater point, that the same stuff plagued tabletop RPGs.) :) ICJ[/quote]