Branching Dialogues in RPGs - An Evolutionary Dead End?
more-t-t said: How do you think about the state of dialogue system in RPGs? Some says it doesn't evolved much in the past decades as it needs to be and the developers should not be content in branching dialogue system. Some says branching dialogue is an evolutionary dead-end and should take a different approach. What's your take on it? Have you and Obsidian considered different approaches? Do you think it is better to further refine the current form for the time being? (Well, before the super AI :P)

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Q&A #3

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Josh Sawyer - Breaking the Mold RPG Evolution

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Josh Sawyer - Developing with Small Teams

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Setting Goals / Welcome Tim Cain Aficionados

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why don't developers make more historical RPGs

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All Choice No Consequence: Efficiently Branching Narrative

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sympathy for villains and antagonists

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At What Number Does a Stat Become "Good"?

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Patching games, game size vs. player completion rate, and how the Icewind Dale maps were created

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Bystander Effect: The Psychology Behind Passive Players and the Design & GMing That Fixes It

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Making Player Choices Feel like They Matter in Your Narrative

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Pillars of Eternity Companion Tier List

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Game Balance in Fallout: New Vegas (and other games)

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Process for Developing Locations and Characters in Fallout: New Vegas

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Topic vs. Branched Based Dialogs

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Distributing Skill Checks in Games

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Writing PENTIMENT — Interview with Josh Sawyer

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Developing Pillars Of Eternity

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The Rules Lawyer - RPG Philosophy

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