Emil Pagiarulo explains

Brother None

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Reacting to the controversy his remarks on dialogue stirred, Fallout 3 lead designer Emil Pagiarulo posted:<blockquote>Wow, I didn't realize the comments I made in that 1Up interview -- you know, about dialogue -- would cause such a stir! Mostly because I didn't realize I had chosen my words so poorly. Ugh.

I was specifically answering the question about whether or not dialogue affects the endgame. It doesn't -- not directly. The endgame itself doesn't change based upon things you may or may not have said in dialogue. The endgame is affected by your actions. So that's what I meant by, "We went back and forth with the impact of dialogue on the character, and ultimately decided we didn't want to penalize or reward the player for carrying on a conversation." And yeah, that was a pretty bad choice of words, because it seems like the things you say in dialogue don't matter -- and nothing could be further from the truth.

Believe me or not, but here's the reality of dialogue in Fallout 3: it does matter. It matters more than dialogue in one of our games has ever mattered. I feel really comfortable saying that, because one of my responsibilities is editing and directing all the dialogue that gets written, and one of my personal crusades is pushing the NPC interactions to be more meaningful. We approached that level in Oblivion -- now I really feel like we've truly reached it.

So yes, you do get to roleplay through dialogue: sometimes, how you say something is just as important (and enjoyable) as what you say. Yes, you can ask different NPCs different things, in different ways. Yes, a lot of times your skills and attributes (besides just Speech) will open up new dialogue options. And yes, what you say in dialogue will matter. Act like a wiseguy, and an NPC may attack you, or refuse to deal with you. Treat an NPC with respect, and maybe he'll be more willing to talk to you.

Of course, in the true spirit of Fallout -- in which the NPCs themselves have personalities -- it really depends on who you're dealing with. NPCs, like people, have their own quirks and preferences. Take a bold approach with the right NPC, and she may like you even more. Play the weakling with the wrong guy, and you may just tick him off. So, indirectly, dialogue affects the ending of the game in the sense that it can open or close quest paths, which in turn can lead the player to perform good or bad actions, which in turn determines the player's karma rating... which does factor into the endgame. I hope that clears things up a bit.

Overall, our goal with dialogue is to craft unique, meaningful interactions with the NPCs. We want the player to feel like he or she is having a conversation with a person -- not clicking on an information kiosk. Our designers have fully embraced that philosophy, and the game's dialogue reflects that. I really do think you'll be happily surprised when you play the game.</blockquote>Link: post on BethSoft forum.

Thanks GammaRay and Briosafreak.
 
Is this the first time a Bethesda developer answers questions and calms fears? Must be snowing in hell these days :lol: . Hopefully it will happen more. Not that that would directly improve the game though.

One thing bugged me a lot though:


I feel really comfortable saying that, because one of my responsibilities is editing and directing all the dialogue that gets written, and one of my personal crusades is pushing the NPC interactions to be more meaningful. We approached that level in Oblivion -- now I really feel like we've truly reached it.

Oblivion had meaningfull dialogues and npc interaction? This kind of nulifies all his re-assuring, if he really considers that you know :?
 
I guess this could be the same as Pete going "of course, it was badly worded, what I meant was" about TB in the early interviews...
But:
Yes, a lot of times your skills and attributes (besides just Speech) will open up new dialogue options.
sounds good... at least on paper.
 
Hmm.

Might they finally be learning that dialogue in Fallout DEVELOPMENT matters?

Oh, wait. At Bethesda, dialogue with fans has little to no effect on the end game.

----------
Anyway.

Emil's comments about "having to take the right approach" sound a bit too much like a masked version of Oblivion's speech wheel mini-game for comfort.

Probably moved it into the background, just tied it directly to dialogue options. Unfortunately, if it's anything like Oblivion I'll have to repeat options until I hit the right order to make them like me.

Or, you know, the right 'tone'.

I just hope they won't have seizures like the poor Oblivion chaps, that was somewhat bewildering.
 
Wow, four paragraphs to ease the fears of bad/meaningless dialogue and not a single word on if the PC responses will have the 35 (or was it 38) character limit.

Believe me or not, but here's the reality of dialogue in Fallout 3: it does matter. It matters more than dialogue in one of our games has ever mattered.

This is a meaningless statement since dialogue in your games has never mattered, you could have one conversation that impacts the outcome of one quest and this would be a true statement.

We approached that level in Oblivion -- now I really feel like we've truly reached it.

If Oblivion NPC’s approached it then I still have serious doubts despite this fine bit of PR jujitsu.


Yes, a lot of times your skills and attributes (besides just Speech) will open up new dialogue options.

That was the silver lining for me.


We want the player to feel like he or she is having a conversation with a person -- not clicking on an information kiosk. Our designers have fully embraced that philosophy, and the game's dialogue reflects that.

To Email and the designers I'd say the following if I had the chance:

<blockquote>


Removal of the "idiot dialogue" is not fully embracing dialogue philosophy of Fallout. :(

Removal of the "talk your way to the end" is not embracing dialogue philosophy of Fallout. :(

Including skills and attributes impacting speech is embracing dialogue philosophy of Fallout, good job! :)

Anyways, "Nice hat, Clamity Jane."*

</blockquote>

*About that Clamity Jane reference, I'd love to know how the character would know who Clamity Jane is and better yet how would this 'Sherriff' in 2270 know.... yep, quality writing there boy... Or should I say…

"Nice writing, Henry Carey"
 
ivpiter said:
*About that Clamity Jane reference, I'd love to know how the character would know who Clamity Jane is and better yet how would this 'Sherriff' in 2270 know.... yep, quality writing there boy... Or should I say…

"Nice writing, Henry Carey"

Calamity Jane is a famous historical figure. We know about her more than a century after her death, today, and she's been in numerous fictional stories about the Wild West for going on 130 years now.

I'd say your concern about this issue is unwarranted.
 
Well... finally, something pleasant to hear. And that much text and no fan bashing, sweet. I like this guy.
 
I feel really comfortable saying that, because one of my responsibilities is editing and directing all the dialogue that gets written, and one of my personal crusades is pushing the NPC interactions to be more meaningful. We approached that level in Oblivion -- now I really feel like we've truly reached it.

Rumors!
 
Yeah, the "We approached that level in Oblivion" made me twitch a bit. I enjoy Oblivion as an open generic fantasy setting that I can slather mods on and romp around hitting things with a hammer, but good dialog... Not really. Also seems a bit funny that he says he's in charge of all dialog and he phrased that so poorly.

When I first saw what he said I was really thrown for a loop and thought it was a really bad sign. If it turns out he just blundered it and actually meant that dialog won't change the end of the game, that I'm OK with. Talking the Master out of it was very cool, but if I remember right you basically always had to fight Horrigan and blow up the enclave in FO2. At least I never remember talking Horrigan out of fighting, or talking the president out of being an evil mustache twirler.

And I'd say playing through Fallout without combat isn't really a viable first time option and I personally wouldn't miss it. It's like saying you can play through Planescape Torment without combat. Technically it's possible, but it involves some fairly heavy prior knowledge to know when to sneak and when to run like hell and who to talk to, etc etc. 'course I tend to play RPGs once, so people who replay them a lot probably would enjoy the option of trying to beat the game without combat.
 
Very good to hear if true. Especially if dialogue is affected by other attributes as well - does this mean, for instance, a low <whatever> will give you the equivalent of low-int dialogue? or a high strength give you the 'uh, please don't hit me' reactions from some NPCs?
 
Yes, sounds very good to me too. But I won't give any shit about it, 'til I see first results of the dialogue system live in action. At least, it makes me feel a little bit more comfortable
 
It is nice to see that they actually seem to care enough to respond to stuff like this. I hope to see more such responses in the future. ^_^

Yeah, I like the "don't hit me!" idea. Maybe they'll take skill-based responses from Oblivion and expand on that a bit, except having them respond based on what they know of your character, your karma, and your characteristics.

For example it would be interesting to see people, who know that you are a really bad/evil guy, run into their houses and lock and/or block the door.

Judging from what I've hard of the game so far, it sounds like it would be a good sequel to Gun.

Maybe. Just maybe they could tell us that the combat isn't actually going to be real-time with pause.. But rather turn based. :(

Hmm.. well I guess I could enjoy this Gun 2: The apocalypse. Though it's not Fallout 3 without the TB combat...

At least the dialogue sounds better than it did. xD
 
But does this also mean you can't talk your way to an ending, like talking the master into suicide? That's been quoted as a cool thing by Bethsoft, so i'd be somewhat surprised if something similar wasn't in the game.
 
PaladinHeart said:
Yeah, I like the "don't hit me!" idea. Maybe they'll take skill-based responses from Oblivion and expand on that a bit, except having them respond based on what they know of your character, your karma, and your characteristics.

Oblivion had an dialogue system? So, that's really new to me, maybe that game now makes sense....wait....no
 
RayTracer said:
PaladinHeart said:
Yeah, I like the "don't hit me!" idea. Maybe they'll take skill-based responses from Oblivion and expand on that a bit, except having them respond based on what they know of your character, your karma, and your characteristics.

Oblivion had an dialogue system? So, that's really new to me, maybe that game now makes sense....wait....no
I'm pretty sure he's not talking about dialog, but talking about what NPC's would say to you if you walked past them with high skills. Like "You've got some nimble fingers" or "Your shield arm looks pretty strong" and things like that.
 
Well the idea was good, but the implementation was not fully developed.
There were really some great dialogs between NPCs, and also the PC, but this was pure randomness. In most cases you were only passing by and thinking "WTF??". An not very rare example:

"Hi"
"I heard the baroness of blabla is going to die"
"Nice weather today"
"Bye"
"May the blabla be with you"

Like I said, the idea was nice, but the implementation was....uh....let's just forget about it. They took only some few parameters, instead of thinking about the context behind it. Maybe better luck next time...
 
Jiggly McNerdington said:
Talking the Master out of it was very cool, but if I remember right you basically always had to fight Horrigan and blow up the enclave in FO2. At least I never remember talking Horrigan out of fighting, or talking the president out of being an evil mustache twirler.
In F2, an Enclave scientist that worked on the virus that had to cleanse the USA was the one that had to be talked to.
He could be talked out of continuing with his plans - he releases the virus into the airducts.
Also, a group of Enclave troopers may be convinced to fight Horrigan.
 
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