

On top of creating a predictable dialog->combat->repeat loop, this division just further diminishes the player's sense of agency in the world. Modern RPG tend to keep their "gameplay" separate from their conversations, not realizing that this cheapens both aspects. It might be a minor thing, but I think the central distinction isn't that Deus Ex has an inherently better conversation system, but that it lets the conversation system be an extension of the many other losable systems in its simulation. TL DR: DX convo system forces writers to write better. The only issue I have is that there's an augment in the game called CASIE which basically just tells you what option will probably be the best, and that's no fun. It's that the DX conversation system, by design, forces writers to create deeper dialogues and moments than other series.

My point is not that Mass Effect is poorly written. In just one conversation, with barely any exposition, the game turns him into a 3D character. He's got a personal history with Vaclav, is clearly an experienced negotiator, doesn't share the prejudice against augs that the people in his hideout do, and enjoys the fleeting moments of honesty people give him in Deus Ex' cynical world. Now, compare it with the very first debate in Mankind Divided with Otar Botkoveli- though he's a totally mundane character in comparison, the short argument we have fleshes him out as a 3D character. The experience feels hollow- Morinth's character just boils down to "I'm a sadist." It's only later on in a non-interactive cutscene where Morinth starts to give glimpses into her deeper character. However, all it boils down to is acting like a renegade and choosing dialogue options that look familiar (talking about the drugs and videos you found at her apartment).
Deus ex human revolution conversation series#
It's one of the few conversations in the ME series that has a chance of failure. Instead of just inquiring about stuff, the player tries to genuinely game the character's personality and predict how they'll react.Īs a comparison: Take Mass Effect 2's Morinth side mission. But more importantly, I think there's an inherent superiority to it.īy gauging the conversation through personality types, not only is it more engaging for the player, but it forces the developers to write characters as characters, and not delve too much into exposition. There's a genuine sense of tension in how you can fail, and it's nice to have control over how your character delivers lines instead of just what he says. I have no idea why more devs aren't ripping this system off and instead go for a Bethesda, Mass Effect, or even Witcher approach.
