Hexprone
Thou hast lost an eighth!
For a while I've been rolling around in my head various ideas for giving the non-combat aspects of RPGs a game mechanic of their own. In particular dialogue -- I often choose the talky route through games where that's an option, but that can make games feel rushed and thin when what would have been an hour of fighting through a quest is replaced by fifteen seconds of conversation.
In my hypothetical dream-game (I'm guessing most people here have them) the system for conversations would be as tactical as combat, with its own strategies and rewards.
The obvious example of trying -- and failing -- to do this would be Oblivion, with its half-hearted minigame. I'm one of the few who didn't hate that one, bare bones as it was, basically just because it was an attempt at something that I find interesting in theory. But there was very little substance to it, and it was no real surprise when Skyrim quietly dropped the system instead of trying to improve on it as I would have preferred.
Is that the only real attempt at something like this that RPGs have seen? Are there less high-profile games that've done it better?
In my hypothetical dream-game (I'm guessing most people here have them) the system for conversations would be as tactical as combat, with its own strategies and rewards.
The obvious example of trying -- and failing -- to do this would be Oblivion, with its half-hearted minigame. I'm one of the few who didn't hate that one, bare bones as it was, basically just because it was an attempt at something that I find interesting in theory. But there was very little substance to it, and it was no real surprise when Skyrim quietly dropped the system instead of trying to improve on it as I would have preferred.
Is that the only real attempt at something like this that RPGs have seen? Are there less high-profile games that've done it better?