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Message: | composed: 30-11-2021 13:04 Go to the top of this page Zum Ende der Seite springen
Grogdon



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IGN has it right with how they rated it on the last page but luckily all of it can be easily overlooked which is kind of surprising. It's still a great game although once you've done the quests at a town the town becomes an empty shell, no one to talk too or anything.


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Message: | composed: 25-05-2021 02:21 Go to the top of this page Zum Ende der Seite springen
Shucky Shucky is a male

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Favourite Ultima: Ultima Underworld 2

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Baldur's Gate 2

Icewind Dale

Gothic

Morrowind

Oblivion

If I had to throw all my games and keep one, it would be Baldur's Gate 2. There is just so much variety in the scenery and characters and plots and emotions, and a lot of things change depending on your choices of your own character and your party. But mainly because there are parts that are really mature and deep, like nothing I feel from any other game.

I don't expect another game to have such a good story, so I am waiting for the day that someone makes a game where everything is as true to life as possible, not as in fancy graphics but interactiveness among everything, and npcs that act so real you think you were in an mmorpg with good role players.

Of course, I look forward to redemtion, which may end up being my favorite Ultima, and probably one of my top 5 favorite games. Which is why I've been lurking this site now and then for a long time.
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Message: | composed: 25-05-2021 03:15 Go to the top of this page Zum Ende der Seite springen
-Direhaggis- -Direhaggis- is a male

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Member since: 17-09-2021
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Favourite Ultima: Ultima 7 Black Gate

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We've certainly been aiming to create an Ultima experience but to also have an original storyline that doesn't feel like a re-tread. It will be difficult to approach the kind of NPC interactivity that BG2 did, but it is possible.


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Message: | composed: 25-05-2021 10:38 Go to the top of this page Zum Ende der Seite springen
Shucky Shucky is a male

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quote:
Originally posted by -Direhaggis-
We've certainly been aiming to create an Ultima experience but to also have an original storyline that doesn't feel like a re-tread. It will be difficult to approach the kind of NPC interactivity that BG2 did, but it is possible.


Am I correct to assume that you can only have one companion at a time in redemption, as in morrowind? I don't think it's necessary to have a party, although even just one more companion could make it interesting. I don't recall seeing npcs converse with each other in MW. It would be great if they could initiate conversatons with you and each other, sometimes based on their needs, or to offer advice, and still other times more random, idle conversation more frequent when safe in town or in camp. If they start to get annoying, maybe there could be a conversation option that shuts off the random conversation, with the player saying something like "We don't have time for idle talk right now", and another so they won't say anything at all, with the player saying "We need to stay quiet and focus". Then the next time you ask how they are, it could allow them to initiate conversation to inform you of needs, and the next time you engage in small talk, they would be allowed to start up all types of conversations again.

Perhaps there could be other options in conversations, to "Say nothing", or to nod attentively, which would be a cue for the npc to offer up another statement or question. It can also be another possible response to their questions, though it would just make them annoyed, express annoyance, and try asking one or more times again before quitting conversation. With this 'silence' option, group conversatons might be done where the player has the option to interrupt after each npc statement to each other, and you had to choose "Say nothing", or interrupt with your own comment, or ask them both to keep quiet in the ways I mentioned further up.

With these options, the player could have a lot of control on how interactive the companion npcs are, and do so in a natural way, in the conversations with them. It would also allow npcs to be as talkative as they want, until you decide to make your own comments or shut down that particular conversation with a polite "Let's keep going".
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Message: | composed: 25-05-2021 15:05 Go to the top of this page Zum Ende der Seite springen
-Direhaggis- -Direhaggis- is a male

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You can have multiple members in your party, much like Ultima 6. And NPC's can converse with one another when the Avatar is engaged with an NPC.


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Message: | composed: 26-05-2021 01:16 Go to the top of this page Zum Ende der Seite springen
Shucky Shucky is a male

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quote:
Originally posted by -Direhaggis-
You can have multiple members in your party, much like Ultima 6. And NPC's can converse with one another when the Avatar is engaged with an NPC.


That sounds great. I hope there is a way for their conversation to be relevant, dealing with things they did that day (for example, places they visitted, who they met, battles, etc), and about quests completed or that they are still working on, and whatever banter may be typical for them. If it ends up being very repetitve and not very relevant, it could end up being tedious like in obllivion, where they would have been better off just having them greet each other as they did with you in morrowind. In oblivion, I would have been happier if they could wave and greet you from a longer distance.
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Message: | composed: 26-05-2021 18:30 Go to the top of this page Zum Ende der Seite springen
-Direhaggis- -Direhaggis- is a male

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We are the exact opposite of Morrowind in that specific NPC's do not sound alike. While we include generic NPC's in most major and some smaller areas, one can get quests or important quest/general information from them. I've gone out of my way to write up to 2-3 dozen generic responses for some larger areas.

Re: things NPC's can reply to: NPC's are each hand-made (so to speak) with no dialogue scripting function. Some or all of the following variables will yield different responses from the NPC, which again are all specific just to that NPC:

*Gender
*Quest completion status
*Local reputation
*Manner in which one has completed previous or current quests (e.g. you murdered the Captain's daughter instead of turning her into a newt)
*Order in which one has completed a given quest
*Items in one's inventory
*NPC's in one's party
*NPC's in proximity to the target NPC

There're others that aren't coming to mind right now, but that's a short list.


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Message: | composed: 27-05-2021 06:28 Go to the top of this page Zum Ende der Seite springen
Shucky Shucky is a male

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quote:
Originally posted by -Direhaggis-
There're others that aren't coming to mind right now, but that's a short list.


Two more that come to my, I think, would be guild memberships and ranks, and most of all, that npc's attitude toward you. A major aspect of the game was improving attitudes, globally and individually, so npcs become more helpful.

I would be interested in seeing a complete list of the variables. It sounds like each npc has to be customized because most of the variables are player-dependant variables, and only one, attitude, depends on the npc. Well, I wonder if npc race was also a factor, as it certainly effected which voice you heard when they greeted you, as their attitude determined their tone.

As we discussed elsewhere, it would be good to have responses to questions vary somewhat depending not just on their attitude towards you, but also their intelligence, their overall character, and their power relative to you.

It could well be that such a conversation engine would have to be programmed from the ground up, which is way over my head, aside from the fundamentals of flowcharts, algorithms, variables and data.
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Message: | composed: 27-05-2021 15:45 Go to the top of this page Zum Ende der Seite springen
-Direhaggis- -Direhaggis- is a male

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Being a part of a trade organization, guild, militia, or some other organization would lead to different responses from those members and possibly NPC's outside of that organization. Most NPC's are too busy/not informed enough/don't particularly care about most affiliations.

Affiliation and reputation will probably be added as a second dialogue layer to various NPC's when the game has reached pre-alpha status. At the moment, at least speaking for myself, I've concentrated on those variables previously listed.


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Message: | composed: 28-05-2021 04:11 Go to the top of this page Zum Ende der Seite springen
The Traveller



Triple Ace
Member since: 29-12-2021
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Favourite Ultima: Savage Empire

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I believe I asked this once before somewhere, but does the morrowind conversation system allow for other NPC´s to insert their dialogue interrupting your conversation (as in other Ultima´s)?


I´m getting home sick...
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