Spam Spam Spam Humbug: Episode 58 – DEFCON3 & NPC Dialogue
What even makes dialogue interesting in RPGs? What works, and what doesn’t?
What even makes dialogue interesting in RPGs? What works, and what doesn’t?
In which we discuss voiceovers in games, how difficult they are, why it would be a bad idea to crowdsource voiceover work…and then eventually we get into crowdsourced NPC dialogue in general. Sort of.
We had so much fun talking about conversation systems last week, we decided to give it another go.
Let’s take a look at different forms of conversation systems that crop up in games.
In a multiplayer game, it is inevitable that some players will abuse or take advantage of others. Which of these behaviours, if any, should developers allow to take place, and which should they work to prevent?
Let’s look at some (more) of the pitfalls that can affect game development.
Spam Spam Spam Humbug chats with Starr Long about Shroud of the Avatar’s Release 32, its now-persistent world, and the land rush that players have been participating in over the last couple weeks.
Let’s look at some of the pitfalls that can affect game development.
We’ve somehow managed to reach a fiftieth episode. That seems significant.
The later Ultimas featured robust interactive world systems, which even allowed for objects to be combined to make other objects (e.g. bread). How does this relate to modern crafting systems in RPGs?