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Post by chriscrawford on Apr 23, 2016 9:13:43 GMT -8
Currently the structure of the verb "greet" is as follows:
Subject greet DirObject emotion magnitude
The structure of the verb "goodbye" is as follows:
Subject goodbye DirObject good magnitude.
I am wondering whether these are truly necessary. I find that I don't pay much attention to them when playtesting the game. This suggests that they are a waste of time. Yet it seems theoretically correct to believe that setting the tone of the conversation at the outset is a worthy feature.
I'm not sure. Any comments?
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Post by carlosalmarcha on May 13, 2016 12:32:04 GMT -8
I don't know how Siboot works internally during conversations.
Let's say I begin to talk to a character and I give him a friendly greeting. Will he bear that gesture of friendliness in mind? Or will he forget that gesture as soon as we start talking business?.
I think a good way of making greetings more interesting could be giving them more importance in the conversation. If greetings affected significantly the opposing character's attitude, the player would have to pay more attention to them.
For instance, at the beginning of a conversation with a character in a weak position, I could craftily decide to use a friendly greeting to get his affection and therefore get better answers from him later.
What I'm trying to say is that maybe greetings could be used strategically, making the player consider what the situation is and which is the best way to aproach other character.
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Post by chriscrawford on May 15, 2016 6:07:59 GMT -8
He will definitely remember the emotional tone of the meeting, although in this case memory is manifested in changes in mood.
The tone you adopt in the greeting will always affect the interlocutor's mood.
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