Dialogue
Last updated
Last updated
The Dialogue System in Tales of Aesor is designed to provide players with an experience in which their decisions, both before and during dialogue, have a tangible impact on the story they experience.
This system is built on a network of dialogue trees that branch based on player choices, character attributes, and game world states.
Each dialogue option is designed to reflect that player's character development, relationships with NPCs, and prior actions within the game, with outcomes that can influence future events and relationships.
During dialogue sequences, players will often make a Skill Check. This is one way a player's previous decisions can affect the outcome of dialogue, and thus the direction of their story.
This early prototype of our dialogue system showcases many of the concepts below, such as Skill Checks.
Skill Checks can be triggered in two ways:
Automatically as part of the dialogue sequence, forcing a player to make the check.
Example: An NPC attempts to conceal something from the player, so the player rolls a perception check.
Initiated by a player as a result of a dialogue choice.
Example: A player attempts to lie to an NPC and must roll a persuasion check.
When a player conducts a Skill Check they will roll a D20 dice for an outcome. If the result exceeds the Difficulty Class (DC) the roll is passed.
Node-Based Structure: We have engineered a custom dialogue creator allowing for complex branching conversations using a purpose-built node-based structure that can quickly call on numerous branching dialogue trees.
Dynamic Content: Dialogue options changed based on factors such as the player's previous actions, character traits (like race, class, or background), and relationship status with the NPC.