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and they can act and take action outside of your dialogue like bracing for combat, using spells to help you, stealing things, etc.
so in general the multiplayer dialogue interaction is better than singleplayer (minus the unique quips from the origin characters adding more flavor) but I agree, it would have been neat to have every character in the party react and be more prominent in dialogue if they are voting for choices and stuff.
OR atleast let us cancel dialogue choices and let someone swap in with us if they have better stats, or an item, etc.
What we got is still one of the best story driven cooperative RPG's ever made so it's hard to complain too much about it when cooperative play isn't really the central appeal of the game for most players.
Who knows, if enough cooperative and multiplayer people ask for it maybe Larian will add it. I'm sure it's something they wanted to do but likely just didn't have the time for something that complicated.
Yes, that would be satisfying as well. Would prefer the random factor, just to make the conversations a little bit unpredictable (which in my opinion makes memorable sessions ;) ) in a group setting.
First off, 100% agree it's an amazing story driven cooperative RPG, and yes, probably one of the best made.
Though not sure why it would branch the conversations too much. Next available option for all players after a dialogue choice and respond, would still be based on that last dialogue, wouldn't it?
imagine every dialogue choice fully voiced with all the different voice options.
you and your friends having your own character accents and styles. a dream
That would be amazing. But probably a Tall task to get that implemented now with all the dialogue in the game, times the amount of different voice sets. But yeah, could be fantastic in a multiplayer setting.
Adding more blank slate player characters with no origin into the conversation mix could be fine, but you would need to account for the extra characters in the NPC responses.
Otherwise you get some bizarre conversations since usually they are two-party conversations with no third, fourth, or even fifth person being referenced.
You'd have to have at least three other possible 'slots' that could be referenced in most conversations.
Something like 'can you help me' becomes 'can you all help me' as a simple example where the only two states are a single person and a group of any size. It's also two lines of dialog where before there was one. It gets more complicated for bigger or more impactful conversations where consensus among a group is required.
Basically, while it might not seem like it, something like the system we'd love to see would be a whole lot of extra voice work that would only ever be seen in cooperative play.
In single player, that type of player made consensus is just unnecessary and is already handled with NPC reputation.
I can understand that. Wish I could log in to the game right now to check it out (the patch is taking it's time ;) ).
Thought that the NPCs are mainly responding to the group as of now (outside of the Private Conversations), instead of the individual. Or perhaps my memory is just shaded as I really want the above ;).
But yes, it have to be harder to add than I imagine, or else, why wouldn't they.
Checking out Nexus mods all the time in hope someone can make a decent solution. I certainly would toss money at them.
They do have one mod, that will allow the best modifier in the group to be used and another that allows all companions to be part no matter in group or camp. But neither is exactly what I'm looking for. But it does seem to be in the direction of more interaction from the whole group, than just the person initiating the conversation.
Not necessarily, if you were writing dialogue with this in mind there'd be no need to refer to multiple characters unless you wanted to write bespoke dialogue for co-op situations. Outside of conversations which should be one-on-one, like romance scenes, you'd write the dialogue as one character addressing a group of an indefinite size. Your example of "can you all help me" would still probably be spoken "can you help me" because it's more brief and still conveys the point (requesting assistance from another party).
At it's most basic, you avoid sentences that imply a party size ("I've heard you're a kind person/people" ->"I've heard you're kind"). Mechanically, you could give the players the option to choose randomly, host chooses, or using a voting system. It might be a little bit odd, but conversations in games usually feel a bit odd anyway since you're ostensibly playing as a party but the notion of a party "face" who does all the talking is inherently bizarre (IMO). If anything, this would make it feel more like you're playing as a party of adventurers rather than playing as an avatar with a few people tagging along. There's benefits to both but for co-op play, dialogue written with the assumption that you're playing the role of a single character is less immersive.