dollspit Wrote: I'm sure they're referring to content choices more than story/dialogue, but it would be much more interesting if one could make these choices in game rather than in a disembodied menu.
Elgregou Wrote:Link and Mario are famous not because they are good characters with depth, but because they are the heroes of games with a fantastic gameplay.
Kalypso Wrote:Precisely--that subject is something entirely separate, though.
Elgregou Wrote:Link and Mario are famous not because they are good characters with depth, but because they are the heroes of games with a fantastic gameplay.
dollspit Wrote:Kalypso Wrote:Precisely--that subject is something entirely separate, though.
I don't think thats necessarily true. I believe those choices could very much be incorporated into a dialogue system within the game.
Look at something like Silent Hill: Shattered Memories. The entire game is based around the choices made by the player.
He literally checks boxes on a page, these check boxes pertaining to psychological evaluation which eventually leads to how the game is played or how it looks. Depending on what choices you pick in the therapist office, dialogue and clothing and even gender of some characters in the game are affected. While a system comparable to this is quite a ways off in LoK, I'd have to totally disagree with you. I'd say it isn't an entirely separate subject at all.Elgregou Wrote:Link and Mario are famous not because they are good characters with depth, but because they are the heroes of games with a fantastic gameplay.
While I do agree with you, I don't think your statement actually applies to LoK as there is little actual gameplay involved. It'd probably be difficult for Krystal to be defined by the gameplay when it isn't exactly dynamic.
Kalypso Wrote:We're talking about a content filter for sexual preference in visuals versus a dialogue change--they're two entirely different items in Action Script. And that's precisely it, and you've typed this yourself--we're not making a full featured game that's being funded by a major corporation, we're writing a big game in flash, and flash has definitely got its own limits. I'm not saying that we can't have dialogue changes in-game. I'm saying that what you're supposing is a lot to ask for.
dollspit Wrote:Kalypso Wrote:We're talking about a content filter for sexual preference in visuals versus a dialogue change--they're two entirely different items in Action Script. And that's precisely it, and you've typed this yourself--we're not making a full featured game that's being funded by a major corporation, we're writing a big game in flash, and flash has definitely got its own limits. I'm not saying that we can't have dialogue changes in-game. I'm saying that what you're supposing is a lot to ask for.
I totally agree with you, Kalypso. I just think that the dialogue choices could inherently alter what someone sees in LoK. Instead of a tacky menu at the start asking if you want to include a certain fetish, one could instead utilize a dialogue tree. At some point before the introduction of said fetish, a character could say:
"We're nearing a fork in the road. The left path leads here and right path leads there"
"Here" and "there" would have been defined before the trip in a brief conversation, so they'd know what is within either location. Krystal would then say:
"I'd prefer to avoid there"
Anything (fetish or otherwise) within "there" would then not be available to the player, since they obviously do not enjoy it. It wouldn't have to be incredibly complicated. Those particular scenes simply wouldn't be shown. The player would go down the other path and head to the next area.
Kalypso Wrote:But why have text-based decisions when you could make the decisions yourself in-game through gameplay?
trunks2585 Wrote:...this isn't the thread for it.
Renara Wrote:Sharpclaw: Hey there bitch, give me a footjob!
Krystal: No, fuck off!
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