NachoDawg
Member
Bluntly asking a noble "where's the bathroom" is going to make him mad, while politely asking would make you sound like you're respectable.
Aaah, that would be really cool!
Bluntly asking a noble "where's the bathroom" is going to make him mad, while politely asking would make you sound like you're respectable.
But in real life, your tone of voice is just part of the equation. The conversation is always in the context of your relationship with the other person. While I might expect and demand politeness from strangers or people I don't particularly like, I expect and appreciate a lot more casualness, even crudity, from my friends. Around friends, you can drop the mask and be yourself, unconstrained by social etiquette. Thus, when friends start acting all polite, they're either about to tell you some really bad news, they want you to do something you'd rather not do, or they're about to betray you. Either way, it's a total buzzkill and makes you suspicious.Aaah, that would be really cool!
I'd like to add to this that the degree of familiarity isn't the only variable in deciding the 'proper tone'. Quite a few people dislike it or even grow suspicious when people they don't know are being too polite, too kind etc.So, in real life, the proper tone for a conversation varies over time as the degree of familiarity between the parties changes. Most games have some sort of reputation/opinion system to track this, giving different dialog options (such as more quests, extra rewards, etc.), but I've never played one where the proper dialog tone for the NPC changes with this. You figure out which tone to use for each NPC and keep it at that. It would be nice to see more linkage here.
This really depends on the logic behind it. They could have been built to have more relevance but instead they were just given an opportunity to gain different levels of experience points. The logic just have to make the tone more important, like aggressive allows you to intimidate npc.Having unrealistic expectations is the downfall of most RPGs. There's a reason why simple dialogue has dominated the market for a while: it's predictable and it gets the job done. Adding just tonality doesn't add more complexity (in a sense, it does), it just adds more options to a simple system.