Looking back on my last developer rant, I’ve decided that I was a little bit too scattershot in my approach. I wanted to cover a multiplicity of areas where detail tends to get overlooked in RPGs, but in doing so I skimped on solutions. In particular, I want to revisit…
The RPG is an inherently inelegant creature. It is something of a Frankenstein monster, a suite of different gameplay systems stitched together into a shambling chimera. Character creation, simulated markets, item management, navigation, combat, stealth, dialog, puzzles, class and skill trees–as a developer, it is difficult enough simply to make…
Writing nonlinear RPG dialog is a challenge. It is no simple matter to provide conversation options that simultaneously feel satisfying, are diverse enough to let the player role play, and which still fit well within the dialog tree itself.