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Author Party banter topics
Nighteye2
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Joined: 05 Apr 2004
From: Nether Lands
Posted: Friday, 14 December 2007 08:33PM
Just wondering, what kinds of topics will be discussed in party banter - or what kind of topics would you like to be discussed?

Aside from the more standard stuff like the main quest, personal feelings (romance/friendship) and personal histories, I'd like to also have the option of talking about sidequests, talking about fashion, scheming to play practical jokes on other party members or metatalking about how the character you talk with treats your other party members.
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Let us rise up and be thankful, for if we didn't learn a lot today, at least we learned a little, and if we didn't learn a little, at least we didn't get sick, and if we got sick, at least we didn't die; so, let us all be thankful.
Buddha
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FourtyThree

Joined: 20 Nov 2006
Posted: Friday, 14 December 2007 08:38PM
perhaps some philosophical themes like afterlife, culture, universe or topics about the surrounding flora & fauna
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imported_beer
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Profile: imported_beerNWN
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Joined: 30 Jan 2006
From: Texas
Posted: Friday, 14 December 2007 09:36PM
Politics
Religion
Secks
The future of RPGs and whether they are dying
Whether the full plate armor makes me look fat

And whenever you are confronted by a pretty girl, your male PC will be asked by another male PC:
1. Would you hit it?
A) Like the Fist of an Angry Ferelden God!
B) Sort of want
C) Yeah I'd hit it. With the "Killsword01".
D) Not even with your equipment, friend.
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Wrath of Dagon
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Profile: Wrath of DagonSW: KotOR Xbox
NWN 2
Mass Effect


Joined: 11 Jul 2007
Posted: Friday, 14 December 2007 09:39PM
You're obviously not thinking like a man. The answer is always yes.
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eseleth
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Profile: eselethSW: KotOR PC
Jade Empire:SE


Joined: 02 Jul 2007
Posted: Friday, 14 December 2007 09:43PM
I'd definitely like some joking and gossip, as well as some comments about quests we've recently completed or areas we've recently visited.

The getting to know you party banter about backgrounds and families can be extremely interesting and I think it's a must to get to know your party members, but most real life conversations seem to be about other people or events that happened in the last few days. It would be a nice realistic touch if the party members could talk about the quest giver who just tricked you, or how the last area you visited was a little creepy.
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Wrath of Dagon
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Joined: 11 Jul 2007
Posted: Friday, 14 December 2007 09:46PM
I really liked the banter in ME because it was almost always relevant to the current situation, or to the characters involved.
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Elof Valantor
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Joined: 22 Nov 2004
Posted: Friday, 14 December 2007 10:05PM
Party Mage - "Hey charname, have you ever stopped to wonder about the nature of the Universe?"
PC - "No, not really. Could you er, you know, walk at the back? Cover our tracks with your hokery pokery? Thanks."
Party Mage - "I've been thinking about it. I heard about this book that covers some interesting topics. Think we could go find it?"
PC - "Actually, I don't think we can. We've got a date with King kingsname, remember?"
Female Love Interest - "*butts in* King kingsname? Ohhh I'd love to get my hands on his rule..."
Party Ranger - "That limp fish cake? You should look to real men."
Female Love Interest - "Like you you mean? I'd rather play with charname than you, animal boy."
Party Ranger - "Boy? I'll show you bo-"
Party Mage - "-Heeeeey! Guys, I wanna talk about the Universe!"
Female Love Interest - "We don't, right charname?"
PC - "... -wha? OH! Yeah, right."
Party Ranger - "Hey charname, I know she's ugly, but man, don't stare like that."
Female Love Interest - "*slaps ranger*"
PC - "I was not staring! You should show more respect to the saviour of Little Dumpingstown."
Female Love Interest - "You know charname, sometimes you're cute, and sometimes you're just... urgh."
Party Ranger - "*snigger*"
PC - "At least I *can* get some, ranger."
Party Mage - "STOP IGNORING ME!!!"
Female Love Interest - "He's so annoying isn't he?"
PC - "You know, I don't remember hiring him..."
Party Mage - "I'll show you all not to ignore me! *begins casting*"
PC - "... just what are you trying to do?"
Party Ranger - "Make some decent clothes?"
Female Love Interest - "Ooo - I love fashion shows!"
Party Mage - "Alazacam! *magic fizzes* And now, YES! I'm understanding the nature of the Univ- *pop*"
Female Love Interest - "That wasn't clothes..."
PC - "Where'd he go?"
Party Ranger - "Mmm, messy mage. My favourite."
Female Love Interest - "That's such a horrid thing to say - Oooo, he left his shoes!"
PC - "I thought he was pretty competent for a mage. Wonder how he let that happen?"
Party Ranger - "Nature of the Universe he said didn't he? Guess someone didn't like him looking."
PC - "Guess so. Cities that way, right?"
Female Love Interest - "Can't you bone heads read the map?"
PC - "If you weren't so cute when you're being mean, I'd just ignore that. Let's go."
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"... well, then you get programmers throwing themselves on their swords in protest." - David Gaider.
I guess I better not work for Bioware after all... what kind of swords?
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David Gaider
Lead Writer


Joined: 17 Oct 2001
From: Edmonton, AB
Posted: Friday, 14 December 2007 10:24PM
I'll ask a question, here, because I'm curious:

Is being able to ask your party member anything at all and strike up conversations with them really that important?

And I don't mean this from the perspective of "oh they don't want to read all that!" or anything of the sort. Naturally I love dialogue. I do wonder, however, if having all these discussions with a party member really doesn't offer diminishing returns.

Now, before you scoff and knee-jerk to "but more is better!" think about it. In Baldur's Gate 2, the only party members you could speak to directly outside of directly quest-related conversations were the romances. And even then they initiated on their terms. Did that make you feel less close to them? Did you feel less close to the non-romance characters?

Part of the issue is that I think you get a lot more characterization out of doing than simply talking. When you're talking about something immediately relevant, like the quest at hand or the statue that's in front of you, you're getting characterization in context. But just talking to them seems like the dialogue equivalent of exposition, at times.

Another possible issue is one of expectation. If you can chat with the party member at any time about anything, wouldn't that build up the expectation that you should be able to talk to them about anything?

I'm all for having some flavorful dialogues, and it certainly seems like talking to your party member should just be like dialogue in a book or a movie -- but you have to remember that in those other mediums it's always staged. It's always at the perfect moment, or with the proper sub-text. Not to mention that sometimes I think we almost get more bang for the buck with things like banter between the party members themselves, or the little comments they make at random (the pop-up comments in Hordes of the Underdark were wonderful, I thought, compared to how much work they required).

Maybe the responses I will get will suggest that maybe we're just not doing it right, and maybe we're not, but I find this is one area where my experience says that expectations of what should work do not always match reality.
_________________
Zevran: "Hello my stocky little friend!"
Oghren: "Huh. You got small breasts for a gal."
Zevran: "Ah. This is where we begin the typical dwarven/elven rivalry, is it?"
Oghren: "Nahhh."
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wanderingswordsman
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Profile: wanderingswordsmanNWN
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Joined: 05 Jul 2002
Posted: Friday, 14 December 2007 10:54PM
Quote: Posted 12/14/07 22:24 (GMT) by David Gaider

I'll ask a question, here, because I'm curious:

Is being able to ask your party member anything at all and strike up conversations with them really that important?

And I don't mean this from the perspective of "oh they don't want to read all that!" or anything of the sort. Naturally I love dialogue. I do wonder, however, if having all these discussions with a party member really doesn't offer diminishing returns.

Now, before you scoff and knee-jerk to "but more is better!" think about it. In Baldur's Gate 2, the only party members you could speak to directly outside of directly quest-related conversations were the romances. And even then they initiated on their terms. Did that make you feel less close to them? Did you feel less close to the non-romance characters?

Part of the issue is that I think you get a lot more characterization out of doing than simply talking. When you're talking about something immediately relevant, like the quest at hand or the statue that's in front of you, you're getting characterization in context. But just talking to them seems like the dialogue equivalent of exposition, at times.

Another possible issue is one of expectation. If you can chat with the party member at any time about anything, wouldn't that build up the expectation that you should be able to talk to them about anything?

I'm all for having some flavorful dialogues, and it certainly seems like talking to your party member should just be like dialogue in a book or a movie -- but you have to remember that in those other mediums it's always staged. It's always at the perfect moment, or with the proper sub-text. Not to mention that sometimes I think we almost get more bang for the buck with things like banter between the party members themselves, or the little comments they make at random (the pop-up comments in Hordes of the Underdark were wonderful, I thought, compared to how much work they required).

Maybe the responses I will get will suggest that maybe we're just not doing it right, and maybe we're not, but I find this is one area where my experience says that expectations of what should work do not always match reality.

I prefer when a party member interjects and strikes up a conversation with me. Having to talk to my party members after each level up in KOTOR(or after each story planet in ME) felt more like a chore than the way romances and party member quests were handled in BG2. It made it feel more of a mini-game rather than part of the world and story.

Edit: I enjoy the KOTOR approach, but I think the BG2 method was better. You could get on with the story without fretting that you missed something.
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Announcing your plans is good way to hear God laugh

Edited By wanderingswordsman on 12/14/07 23:03

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imported_beer
Game Owner
Profile: imported_beerNWN
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Mass Effect PC


Joined: 30 Jan 2006
From: Texas
Posted: Friday, 14 December 2007 10:54PM
Quote: Posted 12/14/07 22:24 (GMT) by David Gaider

I'll ask a question, here, because I'm curious:

Is being able to ask your party member anything at all and strike up conversations with them really that important?
.

I was just joshing around personally.

For me- no.It is more that they may surprise me with the occasional observation, interjection or banter. I don't need to able to strike conversations with them but if they could occasionally say things that were not quest related, that would be nice.

Not click on X and ask something, but the hope that one day when you are walking with your companions up a sunny hillside, preparing to carry out the clear cave of zombie kittens quest, that guy in the skirt from the screen art may perchance turn to you and say "Plaid is so fattening. When we go to to that Barfing Unicorn, please get me a skirt in Paisley."

Edit: Not that exactly of course. I am saying the occasional interjection, random stuff can be cute. KOTOR had a bit, HoTU had a bit. Nothing to do with the quest, but plenty to do with their own personalities. And then there have been NPCs who could talk only about Old Ow..I mean their subquests,.

Edited By imported_beer on 12/14/07 23:01

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senduran
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Profile: senduranNWN
NWN: SoU
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SW: KotOR PC
Jade Empire
NWN 2
NWN 2: MotB
Mass Effect


Joined: 18 May 2002
From: Cambridge, England
Posted: Friday, 14 December 2007 11:03PM
Quote: Posted 12/14/07 22:24 (GMT) by David Gaider
Is being able to ask your party member anything at all and strike up conversations with them really that important?

Anything? No. Something? Yes. Even more of something? Absolutely

Quote: Did that make you feel less close to them? Did you feel less close to the non-romance characters?

Don't know. For me, those are the wrong questions.

Quote: Part of the issue is that I think you get a lot more characterization out of doing than simply talking. When you're talking about something immediately relevant, like the quest at hand or the statue that's in front of you, you're getting characterization in context. But just talking to them seems like the dialogue equivalent of exposition, at times.

Another possible issue is one of expectation. If you can chat with the party member at any time about anything, wouldn't that build up the expectation that you should be able to talk to them about anything?

As has been pointed out, I think the most important thing is that they always have something to say about the most recent quest you completed, or are on. This gives you something specific to write about that can happen at that pefect, staged moment, and the player can learn when these opportunities to speak arrise and can expect them and not be dissapointed. Perhaps I read some pretty crappy books, but 99% of dialogue seems to be about current events.

I say it's the most important thing because the player may not care about having some deep romance or friendship or getting to know my party members better or any of that stuff (*). What I need is for them all not to be 'me' or my mindless puppets or slaves. Which means they must not be completely oblivious to everything going on around them. The only expectation I have of someone after we've just killed a dragon is that they talk about killing a dragon. Or, after we've just saved a kitten from an evil zombie kitten hiding in a tree, I don't expect (but might enjoy regardless) a conversation about my party member's past history because that was the next part of friendship track you queued up for me in advance. I do expect them to talk about zombie kittens. But they never do (except briefly in ME and even less in some other games).

The stuff NPCs talk about in romance tracks is usually something completely irrelevant that takes you out of the game. It is its own seperate game you have to make time for if you want to 'complete' that track. You could achieve far more effective characterisation (let us get to know each character better) not by telling us about their past, but by letting us know what they think of current events. A romance track would add on to this discussions about the future (together).


* I love that stuff, but it is always quite seperate and could be better integrated. So instead of abruptly asking "Tell me about your parents... I don't trust you enough yet.... Tell me about your parents... Ok, I trust you know, my parents were horrible...", we have "That guy in the last mission was really mean... Yes, actually, he reminds me of my father...".
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Edited By senduran on 12/14/07 23:20

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DigitalOrigami
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Joined: 28 Jul 2006
From: Great White North (Beauty, eh?)
Posted: Friday, 14 December 2007 11:17PM
Quote: Posted 12/14/07 22:24 (GMT) by David Gaider

I'll ask a question, here, because I'm curious:

Is being able to ask your party member anything at all and strike up conversations with them really that important?

I don't know about anything, anywhere, anytime, but I'd like enough conversation to draw me in. This was something that ME didn't do for me. I found it very unsatisfying, partly do to quantity and partly do to being limited to only conversing on the Normandy.
Little conversations sprinkled throughout will go a lot farther than a couple only in camp.
So, I guess, yeah, for the most part conversations nearly anywhere are pretty important to me.
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senduran
Game Owner
Profile: senduranNWN
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Joined: 18 May 2002
From: Cambridge, England
Posted: Friday, 14 December 2007 11:36PM
Quote: Posted 12/14/07 23:17 (GMT) by DigitalOrigami
So, I guess, yeah, for the most part conversations nearly anywhere are pretty important to me.

Yes, having to go back to camp to talk is absolutely the wrong choice in my view. Also, the only way to find out what a party members thinks of a recent or current quest should be to talk to them out in the field whilst doing or just after completing that quest. Ie. you shouldn't be able to ask party members back at camp, especially not party members you didn't have with you.

That completely breaks the whole point of them talking about current events: it was to make them seem like real people aware of what was going on around them. When they can talk about things they never experienced the whole illusion comes crashing down and once again they're just pre-scripted robots that you are compelled to systematically click through one a time just to hear all their lines of dialogue. At first it might be interesting, but that many dialogues all at once there's no way you keep the characters straight in your head or develop any strong feelings toward anyone in particular, and most likely it starts to become a chore that you complete just so you know you've experienced everything in the game.

At the very least the dialogue must change from "I liked the part of the quest where we did X..." to "Joe tells me the part of the quest where you did X was fun; I'd have loved to have done that myself!...". Easier and better to give them a generic "well, perhaps if you take me next time I'll be able to comment..." line.
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ZoneGhost
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Joined: 14 Feb 2004
From: Ferelden
Posted: Friday, 14 December 2007 11:48PM
For me the more important thing is that they occasionally interject with a witty comment or observation. It isn't necessary to have them make huge conversations, or deep insights, just that it makes things feel alive.

Having a companion make sarcastic comments about an upcoming fight would be nice. e.g: "Not another bloody orc! Can't we fight unicorns for once?" which is a simple one-liner and would really bring life into the party.
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Nighteye2
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Joined: 05 Apr 2004
From: Nether Lands
Posted: Friday, 14 December 2007 11:53PM
Quote: Posted 12/14/07 22:24 (GMT) by David Gaider
I'll ask a question, here, because I'm curious:

Is being able to ask your party member anything at all and strike up conversations with them really that important?

And I don't mean this from the perspective of "oh they don't want to read all that!" or anything of the sort. Naturally I love dialogue. I do wonder, however, if having all these discussions with a party member really doesn't offer diminishing returns.

To a degree. It is important to talk about the quest at hand, including subquests, and personal histories/feelings are also pretty standard, and important for romance/friendship plots.

I think it would add to the characters if, besides those obvious topics, you had a few select other things to talk with them about - especially if it led to funny conversations, with other party members butting in. Not too much, but not none at all, either.

Quote: Now, before you scoff and knee-jerk to "but more is better!" think about it. In Baldur's Gate 2, the only party members you could speak to directly outside of directly quest-related conversations were the romances. And even then they initiated on their terms. Did that make you feel less close to them? Did you feel less close to the non-romance characters?

I don't know - it's hard to compare. I don't know what BG2 would've been like had that possibility been there.

Quote: Part of the issue is that I think you get a lot more characterization out of doing than simply talking. When you're talking about something immediately relevant, like the quest at hand or the statue that's in front of you, you're getting characterization in context. But just talking to them seems like the dialogue equivalent of exposition, at times.

That's true in RL, where while doing things together you converse in bodylanguage, without spoken words. On a computer screen, however, characters don't tend to have much, if any, body language they display. Thus the need for more spoken language for computer characters.

Quote: Another possible issue is one of expectation. If you can chat with the party member at any time about anything, wouldn't that build up the expectation that you should be able to talk to them about anything?

Possibly, but I think most people are realistic enough not to have such expectations. If anything, they expect the opposite, it being the currently prevalent standard. They expect to have few options available when talking to party members, and to have those options that are available be about quests, personal history, or feelings. I expect players would be pleasantly suprised to have some other topics available, from time to time.

Quote: I'm all for having some flavorful dialogues, and it certainly seems like talking to your party member should just be like dialogue in a book or a movie -- but you have to remember that in those other mediums it's always staged. It's always at the perfect moment, or with the proper sub-text. Not to mention that sometimes I think we almost get more bang for the buck with things like banter between the party members themselves, or the little comments they make at random (the pop-up comments in Hordes of the Underdark were wonderful, I thought, compared to how much work they required).

Maybe the responses I will get will suggest that maybe we're just not doing it right, and maybe we're not, but I find this is one area where my experience says that expectations of what should work do not always match reality.

Well, you can do a lot for timing - make certain topics available only in safe locations, where they would make more sense, for example.
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On life's journey faith is nourishment, virtuous deeds are a shelter, wisdom is the light by day and right mindfulness is the protection by night. If a man lives a pure life, nothing can destroy him.
Buddha
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