Most responses you've ever had NPC's say to you?

LuckyLeafGames

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I'm just curious whats the farthest you've went with coming up with new things NPCs say when you talk to them?  I know the common rule is 2 or 3, but have you ever went crazy and just kept creating new responses until you ran out of ideas?  It might add play ability to the game to be able to talk to NPCs and never run out of responses, you know?

Just curious, because theoretically, you never really have to stop!
 

Engr. Adiktuzmiko

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Hmmm... On a project that I used to work on, I have had around 3-6 random speeches for common NPCs...

Then I created around 5 types of NPCs...

Given that I can randomize the response from any of the types, then an NPC in that project can have 15-30 different speeches...
 
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Tai_MT

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Well, with my current project, I'm somewhat limiting how my characters respond.  There is more unique dialogue for my characters than for random NPCs.  Though, there are variables which can turn on new dialogue options or change how dialogue would normally be given.  It's a fairly annoyingly complicated thing that I've been trying to minimize as much as possible simply because coding 14+ pages on each NPC gets to be ridiculous to cover each character in the party, character disposition, events completed, etcetera.  If it were easier to just check for specific things and have those show up without a maddening amount of coding, I'd do that instead.  Most of what I'm doing is adding branching conditions in the pages that if certain characters are present or what-have-you, some dialogue changes and other dialogue is added, etcetera.  It seems somewhat simplistic until you realize that I have to do this for 8 other characters, two different dispositions of the main character, and any other variable you would take into account (like previous quests finished or started, etcetera).

Though, honestly, how often do people click the same NPC more than that one time?  A player will generally click an NPC either once or until all the dialogue with that NPC has been run.  The most I've ever clicked an NPC was probably in Secret of Evermore where there was a single NPC who was spouting off lines about "the end of days" and then started telling everyone that they were all characters in a video game.  There was an option partway through that dialogue in which the "powers that be", namely the player, could turn the NPC into a few different things and would end his rant.  If you skipped the box though, you could finish his dialogue and he'd give you a reward for listening to the whole 5 minute dialogue or whatever it ended up being.  I think it was something like 8-14 dialogue boxes for him.  Longest I ever saw, and was worth it with the joke payoff as well as the option to listen to his rant.

I don't think it matters HOW MUCH your NPCs have to say... per sé.  I think it matters WHAT those NPCs say.  Quality over quantity.  I don't recall the scene with the doomsayer in Secret of Evermore 'cause it was long.  I remember it, 'cause it was somewhat funny and interesting and was a neat little thing for the programmers to throw in there.  Could I tell you what other NPCs say in the game?  Not likely.  Most RPGs are like that.  If you're going for memorable characters, then your NPCs need to spout somewhat interesting things to the player so they remember.  If the NPCs are just there to add flavor to the environment and help nudge you in the right direction, then you don't need anything other than a single dialogue option.
 

Engr. Adiktuzmiko

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In my proj, the texts depends on a "fame" variable and on the NPC itself... Kids will of course, say things like "let's play!", while oldies give advices... Farmers talk about crops etc... 

I even managed to differentiate their texts depending on the season...

Btw, it wasn't via dialogues but via the Gab windows, so each text is pretty short actually... XD

And all were done via scripts, each event only has one event command which is for showing the text... :)
 

LuckyLeafGames

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Hmmm... On a project that I used to work on, I have had around 3-6 random speeches for common NPCs...

Then I created around 5 types of NPCs...

Given that I can randomize the response from any of the types, then an NPC in that project can have 15-30 different speeches...
That is actually considered a lot.  The general consensus is about 2 or 3.  But what you're saying confuses me...math is not my subject.   

Well, with my current project, I'm somewhat limiting how my characters respond.  There is more unique dialogue for my characters than for random NPCs.  Though, there are variables which can turn on new dialogue options or change how dialogue would normally be given.  It's a fairly annoyingly complicated thing that I've been trying to minimize as much as possible simply because coding 14+ pages on each NPC gets to be ridiculous to cover each character in the party, character disposition, events completed, etcetera.  If it were easier to just check for specific things and have those show up without a maddening amount of coding, I'd do that instead.  Most of what I'm doing is adding branching conditions in the pages that if certain characters are present or what-have-you, some dialogue changes and other dialogue is added, etcetera.  It seems somewhat simplistic until you realize that I have to do this for 8 other characters, two different dispositions of the main character, and any other variable you would take into account (like previous quests finished or started, etcetera).

Though, honestly, how often do people click the same NPC more than that one time?  A player will generally click an NPC either once or until all the dialogue with that NPC has been run.  The most I've ever clicked an NPC was probably in Secret of Evermore where there was a single NPC who was spouting off lines about "the end of days" and then started telling everyone that they were all characters in a video game.  There was an option partway through that dialogue in which the "powers that be", namely the player, could turn the NPC into a few different things and would end his rant.  If you skipped the box though, you could finish his dialogue and he'd give you a reward for listening to the whole 5 minute dialogue or whatever it ended up being.  I think it was something like 8-14 dialogue boxes for him.  Longest I ever saw, and was worth it with the joke payoff as well as the option to listen to his rant.

I don't think it matters HOW MUCH your NPCs have to say... per sé.  I think it matters WHAT those NPCs say.  Quality over quantity.  I don't recall the scene with the doomsayer in Secret of Evermore 'cause it was long.  I remember it, 'cause it was somewhat funny and interesting and was a neat little thing for the programmers to throw in there.  Could I tell you what other NPCs say in the game?  Not likely.  Most RPGs are like that.  If you're going for memorable characters, then your NPCs need to spout somewhat interesting things to the player so they remember.  If the NPCs are just there to add flavor to the environment and help nudge you in the right direction, then you don't need anything other than a single dialogue option.
I agree with this.  Less is more.  Sometimes you only need one line of dialogue to get the point across.  To have more, is basically for curiosity out of the player.  Maybe he or she is bored and wants to keep talking to the NPC?  Who knows.  It just adds a little extra to the game.  But it's not a necessity. 
 
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Engr. Adiktuzmiko

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That is actually considered a lot.  The general consensus is about 2 or 3.  But what you're saying confuses me...math is not my subject.   

I agree with this.  Less is more.  Sometimes you only need one line of dialogue to get the point across.  To have more, is basically for curiosity out of the player.  Maybe he or she is bored and wants to keep talking to the NPC?  Who knows.  It just adds a little extra to the game.  But it's not a necessity. 
Yeah, I did it only for the random NPCs... just in case people get bored enough to repeatedly click an NPC...

Though if people realized that each NPC has so many possible dialogues, and if there are some important texts in that, they might get curious enough to spam each NPC they see... A nice trolling scheme maybe... XD
 

LuckyLeafGames

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Yeah, I did it only for the random NPCs... just in case people get bored enough to repeatedly click an NPC...

Though if people realized that each NPC has so many possible dialogues, and if there are some important texts in that, they might get curious enough to spam each NPC they see... A nice trolling scheme maybe... XD
Yeah, people with OCD won't stop talking to NPCs, they'll be too curious! 
 

Tai_MT

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Yeah, people with OCD won't stop talking to NPCs, they'll be too curious! 
Unless, of course, none of the information is that interesting or funny or useful.  Then players will quickly ignore most NPCs after the initial dialogue and never click them again, effectively rendering all your work moot.
 

Espon

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I had a party member that would cycle through about 15 different cat jokes every time you talked to her when she's not in group.
 

Andar

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I'm one of those players who sometimes like to talk to NPCs until they've read all lines.

2-3 different answers are most often the case in games, but an important NPC might have more.

What shouldn't be used is a combination of a large number of answers with a randomization - because then it might be possible that one of those answers is missed.

So if a NPC has more than say 5 answers, the game should cycle through them and not select one at random.
 

hiromu656

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In a game I was working on, instead of having random dialogue for the NPCs, I would give the player to choose what they'd want to talk to the NPC about. They were all the same basic questions for each NPC, but it was like ask about Themselves, the Land and General Tips, so I guess every NPC had 3 unique things to say, but the player was in control of what they wanted to hear.

I always liked the Dialogue system used in older RPGs like Morrowind or Planescape Torment, where you choose how much information you want to receive.
 

SlaveOfThaMind

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Well I can't say anything about making a game with npc's that wont shut up, but I certainly remember getting suckered into it with the big owl in Zelda ocarina of time, mashing the A button to skip through and accidentally agreeing to listen to what he had to say again. It never fails...

On topic: I suppose in my current project, I will try and sneak somebody in the game that would have a vast vocabulary :)
 

CWells

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I find myself using the speech repeat variable more. For NPC's in which there might be more dialogue or there must be a shortened version, I just add 1 to the thing then in the conditional for if 1 or more, change up the dialogue. Gotta watch when I reset though for other events...
 

West Mains

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Well, with examining items I tend to add quite a few maybe 3-6, depending on the item. So for NPCs I do just the same, although if there are quests/events that they would hear about and talk about, I like to add a lot more. Or less, depending on whats happened.

I think it just depends on the npc.
 

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