Having grown more fond of the western RPG as of late while still wanting to make a JRPG, I am wondering what your feelings on choosing the dialogue for your protagonist will be like. Since I'm also basing it from a novel I am writing, this means . I know that the Telltale Games have an established player character but give you the freedom to choose. Of course there's also the matter of making these choices matter. What are your feelings on making an option of dialogue feel authentic and not an illusion of freedom?
First of all, it's probably a question of what the player is used to. I come from the school of western RPGs, and at first I didn't get why there were no dialogue choices in RPG Maker games at all. However, note that even in western RPGs dialogue choice for a long time wasn't used to express emotions, but to create dialogue puzzles, where the player would have to talk with the right persons about the right topics to advance a mystery plot, for instance.
That being said, I think you should be looking for this:
- Authenticity: If you're worried about staying in line with an established character, maybe offer choices only at points where they actually make a difference. If a dialogue only serves to hand some information to the player, choice is not relevant. But at conversation points where choice
does matter, I think that every character with a bit of a brain will think his answer through. A certain response might be more in line with the character's personality, but even the kindest person will have a point where she will not agree with a suggestion because it would mean going against her own beliefs and self-interest too much. And then there are the really hard decisions, like if the only choice is between two evils (accept the help of the baron's army and risk him occupying your lands or face the invasion alone and risk losing the battle). Taking such a decision out of the hands of the player removes much of what makes a game different from a novel, in my opinion.
- Illusion of Freedom: Of course, this only matters if the decisions will actually make a difference, and this usually means much more work for you. In the "baron's army" example the game world would look really different afterwards depending on the player's choice. And the amount of work multiplies if you have to take into account the overlaying consequences of multiple decisions. This is why most developers shun away from giving the player actual options.
It might be possible to satisfy both needs by giving the player small choices at first, tracking the nature of his decisions and thus allowing him to develop the character instead of being force-fed a personality. For instance, if the player always donates to beggars, increase the character's "benevolence" flag. Then, when the big decisions arise, you could limit the available choices (thus saving yourself some work with the consequences) by referring to the player's "benevolence" or "selfishness" flags. The "Choice of" gamebooks follow this system.
There are other ways of having the player's dialogue choices matter without too much work, like lowering the merchant's prices if the player is always kind. But in the end, it comes down to how much more effort you can afford. Note that many of the Telltale games have choices, but no consequences, because if the player chooses an answer that would not coincide with the planned progress of the story, usually an NPC shows up and "fixes" the situation no matter what the player does.