Post

Please…. I’m begging you… if your game has a dialogue choice… and all the answers say the same thing in a different way…. You can just remove the dialogue choice……

146 reposts1.4K likes

Lmao I forget which one it was but my brother was playing and he was talking to a reporter and did the renegade option which just looked like Shepard would tell her off and end the conversation then Shepard just straight up punched the reporter in the face. It was hilarious

This is common enough that it's the basis of a running gag in Heaven Burns Red, where sometimes the choices are one continuous line of thought like that, but if you pick the second or third one Ruka will say just that part with no context and confuse everyone.

Personally I think it’s worse when it does give you two different options but one is clearly the “wrong” answer and it makes a never-ending dialogue loop until you pick the other option. Like it’s fine if you want to laugh at my answer but if you give me a choice at least respect it

I will say that I can forgive it if the options are meant to establish what type of person you are, but even then the options need to be drastically differently written and not just Yes, *sigh* Yes, and No, Yes.

Fallout 4: A: Yes B: Sarcastic yes (with no consequences) C: Tell me more (then loop back round to A) D: No (park this quest until I've levelled up a bit, then A)

Agreed, its so immersion breaking when you can see that your choice doesnt actually matter. Ofc redundant dialogue options can add style and flavor when used appropriately. And games like detroit become human hide it very well, so dialogue choices can still feel impactful even when theyre not.

theres one from the new pokemon game which lives rent free in my head and which i think is really funny. splitting up in a group of 4 between "i'll go with A" and "B, you go with C" it doesn't mean anything but i can choose between liking one character and being someone else's boss.

It's kind of crazy because they don't have to do much. Give some actually different options, a different response per choice, and carry on with the rest of the story, changed or not. At least there is some agency then.

"Offend him" "Apologize" ->"I don't know" "I don't know man. You look like a lil bitch to me!" How the hell am i supposed to know you were gonna say that?? I hate it when it means something completely different than youre thinking.

Extra-love this shit: x I've got no choice. x Fine, I'll do it. -> I don't like this, but I'll do my duty. Shepard: "I guess I don't have a choice."

No matter which one you pick: x I've got no choice. x Fine, I'll do it. -> I don't like this, but I'll do my duty. Shepard: "I don't like this, but fine, I'll do it. I'll do my duty. I guess I don't have a choice anyway..."

i totally agree. the best example of this i've seen recently is pokemon za, every 'choice' is basically 'yes' or 'heck yes', and i'm not even exaggerating. then you have digimon time stranger, where the choices show a very different personality/reaction, and characters react accordingly.

in digimon the choices still don't change the path of the game, but they let you be a REAL shithead sometimes, and the npcs will call you out on it in a natural way while still moving the story along. it's very satisfying and gives you a sense of agency even where there really isn't any.

I only wish that Digimon Time Stranger actually let the MC be voiced and have actual dialogue, instead of just showing them voicelessly flap their gums with no dialogue box.

Not always, but often I see this where the response is the same for all answers, but what's happening is an invisible stat (usually something to do with personality tracking) is changing, so at the finale it'll tell you you're secretly evil/communist/bisexual/platypus.

One of the weirder ones in Genshin is that it will often give two response options where the second is just a continuation of the first. Selecting either one causes NPCs to react like you said both in order.

I was so confused by Genshin dialogue choices until I realized that they're usually not a choice, the line just didn't all fit in one bubble. Though HSR occasionally does some interesting things with the options to indicate when characters are under some sort of 'fluence (which happens often).

I’m NOT talking about choices where the answer doesn’t matter. I don’t mind that at all, if the responses at least sound different and offer a fun opportunity for self expression. But when the responses all voice the same sentiment… i truly don’t see the point… I feel disrespected…

You’d think this was a low bar to clear. but ive been blindsided by these empty choice dialogues in many games lately and I’m sick of it!!! I think it’s getting trendy and people are rotely adding them to their games now… please stop!!! You don’t need choices to enjoy a story!

I think it's fallout 4, where none of the dialogue options actually match the sentiment our actions from them. "Oh yes" might mean oh yes throw the baby in the trash compactor or oh yes I want a nickle and who designed that trash???

i feel like that's a whole other problem, where they shorten the dialogue option button, but then when you click it the character says this huge long sentence that doesn't even resemble the option you picked. also think it was mass effect that started that?

I have to believe this is masking something else. Like is there a minimum word count for their writing contracts? Are they hiding a loading event behind the extra time it takes players to read and decide between two (fake) choices? What’s going on here?? I agree with your sentiment, though

Never made a post popular enough to be taken out of context and engagement farmed! Glad to inspire others to think of their favorite counter examples but feels bad getting traction off a petty complaint. Internet arguments are pointless! I’ll just keep making my games the way I like em