Baldur's Gate 3

Baldur's Gate 3

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Apollo's Will Nov 30, 2023 @ 8:33pm
Don't understand why Multiplayer Dialogue...
I don't understand why Multiplayer Dialogue is yet not added. Where all players are part of the dialogue. I would even take a simple system, where each player can pick from the list of dialogue options, available for the conversation plus individual extra choices based on race, class, etc, and choose the player randomly who get's to pick the next line.

Of course it would be great to add extra modifications to the result, regarding which player get picked (NPC preference, Charisma modifier, add bonus for each time in a row your dialogue haven't been picked etc), but would just be happy for all players to have a chance to interact with the same NPC within the same conversation.

Not asking for a whole new system like the rock, paper, scissor system from Divinity. Just a simple random pick such as from Star Wars the Old Republic.

I know, it's easy for someone that have no skills in programming to say it seem easy to implement...BUT, wouldn't it be?

Any way, awesome game, but really feels this is needed for an immersive multiplayer experience.
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Showing 1-13 of 13 comments
ShockedHearts Nov 30, 2023 @ 8:42pm 
I mean, the other people participate in cutscenes if they are listening in (similar to origin characters)

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.
Mosey Nov 30, 2023 @ 8:50pm 
It would be nice, but the dialog branches would grow exponentially so I see why they didn't go that route. It's huge enough as is from a production standpoint.

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.
Apollo's Will Nov 30, 2023 @ 8:51pm 
Originally posted by ShockedHearts:

OR atleast let us cancel dialogue choices and let someone swap in with us if they have better stats, or an item, etc.

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.
Apollo's Will Nov 30, 2023 @ 8:57pm 
Originally posted by Mosey:
It would be nice, but the dialog branches would grow exponentially so I see why they didn't go that route. It's huge enough as is from a production standpoint.

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.

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?
ShockedHearts Nov 30, 2023 @ 8:59pm 
Originally posted by Apollo's Will:
Originally posted by Mosey:
It would be nice, but the dialog branches would grow exponentially so I see why they didn't go that route. It's huge enough as is from a production standpoint.

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.

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?
imma be honest, I hated it in fallout 4 but I actually wish this game had voiced responses for TAV

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
Apollo's Will Nov 30, 2023 @ 9:05pm 
Originally posted by ShockedHearts:
imma be honest, I hated it in fallout 4 but I actually wish this game had voiced responses for TAV

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.
Mosey Nov 30, 2023 @ 9:18pm 
Originally posted by Apollo's Will:
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?

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.
Apollo's Will Nov 30, 2023 @ 9:28pm 
Originally posted by Mosey:

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.
Crawdad Man Nov 30, 2023 @ 10:31pm 
It would be a monumental task to have meaningful coop dialogue in the entire game, it's just really not possible
Apollo's Will Dec 1, 2023 @ 9:57am 
Originally posted by Crawdad Man:
It would be a monumental task to have meaningful coop dialogue in the entire game, it's just really not possible

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.
diji Dec 1, 2023 @ 9:54pm 
Originally posted by Mosey:
Originally posted by Apollo's Will:
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?

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.

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.
NecroNikolai13 Dec 1, 2023 @ 10:14pm 
I just wish the game knew who said/did what. My friend slept with minthara, then insulted her. When we went to bed, I woke up to an angry drow who apparently thinks all gith look alike. Or I used the tadpoles and my other friend gets chewed out by shadowheart, whom he's trying to romance.
Originally posted by Mosey:
It would be nice, but the dialog branches would grow exponentially so I see why they didn't go that route. It's huge enough as is from a production standpoint.

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.
Doesn't have to at all. Solasta handled it better on a fraction of the budget.
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Date Posted: Nov 30, 2023 @ 8:33pm
Posts: 13