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Elder Scrolls 4: Oblivion Details and Preview @ IGN
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Kalia
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Joined: 07 Jan 2005
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Location: Arizona
Elder Scrolls 4: Oblivion Details and Preview @ IGN
   

PC IGN has published a very interesting preview for Elder Scrolls 4: Oblivion. It began as Fan Interview #3 and evolved from there. <blockquote><em>Remember how you could force people in Morrowind to bend to your will through conversation options? Well, in Oblivion Bethesda has taken that mechanic one step further. The interview states that the already enhanced persuasion mini-game we witnessed at E3 last year has been augmented even further, to the point where, "it plays much more like a game now." During the course of a conversation, a sort of pie chart will pop on screen, divided into Joke, Admire, Boast and Coerce quadrants. Each quadrant will be filled with a "wedge" that increases or decreases in size based on how receptive that person is to the option chosen. A higher speechcraft skill will allow you to gain more favor with the person you're talking, and also reduce your losses should you pick an unfavorable option.</em></blockquote> Read the rest at <a href="http://pc.ign.com/articles/683/683157p1.html" target="_blank">PC IGN</a>.
Post Wed Jan 25, 2006 12:48 am
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ShadowMoses
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Joined: 09 Jun 2005
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quote:
Remember how you could force people in Morrowind to bend to your will through conversation options? Well, in Oblivion Bethesda has taken that mechanic one step further. The interview states that the already enhanced persuasion mini-game we witnessed at E3 last year has been augmented even further, to the point where, "it plays much more like a game now." During the course of a conversation, a sort of pie chart will pop on screen, divided into Joke, Admire, Boast and Coerce quadrants. Each quadrant will be filled with a "wedge" that increases or decreases in size based on how receptive that person is to the option chosen. A higher speechcraft skill will allow you to gain more favor with the person you're talking, and also reduce your losses should you pick an unfavorable option.


sounds horrible
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Post Wed Jan 25, 2006 12:49 am
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Role-Player
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Joined: 10 Aug 2004
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quote:
"it plays much more like a game now."


Yes. A Sims game.
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Post Wed Jan 25, 2006 1:23 am
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abbaon
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God forbid they should try something new.
Post Wed Jan 25, 2006 2:14 am
 
Lucky Day
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interesting

so they aren't just making refinements and bug testing, they're expanding content and gameplay.
Post Wed Jan 25, 2006 4:12 am
 
ShadowMoses
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quote:
Originally posted by abbaon
God forbid they should try something new.


Whether it's new or not is beside the point. I can't see how a dialog, partly twitch based mini game is going to make dialog more interesting than it was in Morrowind?

The persuasion system is the same as in morrowind except now your chance of success is based less on your character stats and more on your personal reflexes. How is this a good thing for an rpg?

They should sack one artist and replace him with one good writer to do dialog... the game would benefit much more from it.
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Dak’kon: "Your reasons for your incessant clicking are not *known* to me."

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Post Wed Jan 25, 2006 11:32 am
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Role-Player
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quote:
Originally posted by abbaon
God forbid they should try something new.


Unfortunately, that system isn't exactly 'something new' to begin with. At best it's a derivation of what's been done in past games, and at worst it's been turned into a minigame that doesn't make dialogue or NPC reactions any more credible or satisfying.
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Post Wed Jan 25, 2006 12:01 pm
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abbaon
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quote:
Originally posted by ShadowMoses

Whether it's new or not is beside the point. I can't see how a dialog, partly twitch based mini game is going to make dialog more interesting than it was in Morrowind?

The persuasion system is the same as in morrowind except now your chance of success is based less on your character stats and more on your personal reflexes. How is this a good thing for an rpg?

They should sack one artist and replace him with one good writer to do dialog... the game would benefit much more from it.

I apologise for missing your point. In hindsight, I can clearly see this argument in the subtext of your original post. And naturally I agree that the only thing that could improve the dialog is better writing. They say they've improved it, and maybe they have. We'll see. As for the persuasion system, I think they'd argue, as they have in other contexts, that they've retained the role of character stats but replaced the hidden die rolls with player skill. Speaking as a moderately coordinated gamer with no love for games of chance, I like this trend. In RPGs or anything else. And I know for damned sure that it'll work in this case, because nothing could be less interesting than clicking Persuade until your finger falls off.
Post Wed Jan 25, 2006 2:48 pm
 



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