June 5, BioWare updates the official Star Wars: Old Republic website, releasing a 20-minute game introduction video. In this video, developers showed us how the game's dialogue system works. BioWare as a manufacturer of RPG games, is very good at the intense fast rhythm of the game to join a very deep role of the training system, as well as the rich content of the open plot. Before the NetEase game channel has reported, "Star Wars: The Old Republic" will have more than 50 novels content volume of the whole voice dialogue, this is an almost crazy story volume. The video, described by Daniel Erickson, a designer of Star Wars: The Old Republic, actually demonstrates the dialogue system in the game. Through a video demo, we can see that when a player is talking to NPC, the dominant conversation is not only the player who initiates the conversation, but also the other players in the team who can gain the power of the conversation, making the story more intense. It is not until now that the specific rules of the system of dialogue have been made, but it is quite expected that this step can be achieved. Video address: After the Http://www.swtor.com/media/trailers/developer-walkthrough video was released, designer Daniel Erickson later posted on the official forum of Star Wars: The Old Republic, This paper expounds the dialogue selection mechanism in the dialogue system. He said in the post, "Quality effect" dialogue system is very good, not only allows the game to maintain the fast pace of action games, but also allows the player to dig deeper into the details of the dialogue. The initial dialogue option of the quality effect is usually the most sensitive and leading role. "Star Wars: The Old Republic" is not so decisive, the dialogue to advance the plot, each player can ask their own answers to the question, and each player can choose the dialogue options, depending on the current situation, and the player's occupation or faction. If the player is the dark side and works for the Empire, the first option that comes up in the conversation always appears at the top because it is the primary choice for the player's faction. If the player is a smuggler, the conversation will be fun and frivolous, and if the player is a bounty hunter, the conversation will always revolve around the business; if the player is a Jedi Consul, the conversation is full of questioning and wisdom, and so on. Of course, the rest of the conversation options allow players to make a completely inappropriate identity. Want to be a meticulous smuggler? A humorous bounty hunter? The charming Sith judge? In addition to good and evil, players have the choice to enrich this. (edit Zhang Xing) related news: Star Wars ol ' partner system can be a couple or foe. "Star Wars Ol" Developers said: "Today's online games are missing the content of Star Wars Ol Samurai professional exposure defensive and offensive
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