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=== MMORPGs ===
* MMORPG ''[[City of Heroes]]'', though the game's mechanics tend to mask it well. Any "contact" whose missions have been exhausted will repeat the same line explaining that "and now we are done" and any who have not been introduced will direct the player to speak with someone else, instead. Even worse are the civilians roaming the streets, who will repeat a single random line every time they are spoken to. Somewhat averted in that civilians are generated at random, but their lines are still mostly limited. Interestingly, civilians whose names start with a particular letter can give out meta-game information, such as total hours of playtime or players currently in the surrounding zone. Even more interestingly, the villain mobs encountered either on the street or in instanced missions often have more complex (although still limited) dialogue compared to the civilians.
* ''[[RuneScape]]'' tries to avert this, probably. Doing quests, miniquests or generally changing the world will change available dialogue lines in conversations with people, or change the people themselves. A few select NPCs, most summons and the common level 2 men and women have a bank of possible dialogue lines or whole conversations, but it's not a large one. Some conversations react to stimuli like your inventory contents - for example, if you have a few sharks in your inventory, one of the summons suddenly starts saying trivia facts about them, one out of a few available every time you chat to it. On the other side, the conversations are fixed in their contents and will always go exactly the same if you keep stumbling upon the same ones and/or choosing [[Dialogue Tree|the same lines to say in them.]]
 
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