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>So in essence, if I am understanding it correctly, you're saying that your answer to the question "why do you prefer RNG-based combat to combat that's as deterministic as the non-combat route?" is "because I can use strategic positioning and consumable spam to make it relatively less deterministic," whereas of course such options don't really exist in the same way in a diplomatic route?
Precisely. If combat is more determinstic, it'd be boring. Besides, Colony Ship already is kind of determinstic. The enemy AI will always make the same moves. In contrast, Knights of the Chalice's (My favorite game of all time!) AI is very fun to play against. Because every play it makes is different in each consecutive run. In example this fight against fire elementals:
https://youtu.be/UG66wk081jY
Bingo. Sneak in Colony Ship is also deterministic, but it is also influenced by a lot more factors (armour, takedown rating, noise, feats, sneak skill, gadgets), which means that if you run two different characters, you will likely have to employ different strategies. Doing the same run with the same character will yield the exact same result each time, which would get boring after a while.
Perhaps, though, the argument being made behind the argument, if only by implication, is that non-combat routes should be developed more, in order to make them as complex and therefore as tactical as the the combat route. Not, obviously, in this game—that ship (forgive me) has already sailed, and asking the devs to go back and completely redo whole systems in their current game would be ludicrous.
However, perhaps it's something to consider for future games. Or then again, perhaps not. I don't know the answers, or even that there particularly are any answers; I'm just throwing out thoughts here.
Aren't you, though? Diplomacy is often really just warfare that uses words rather than weapons. In reality, at least, it can be extremely tactical.
You'd need to write so many variables and so many lines. You can only push the limits of text-based stuff so far.
Actually, I do know of two surprisingly in-depth text quest systems that employ RNG to some extent.
The first is Space Rangers 2's text quests, but that game has so many mechanics it's a wonder it actually came out great (Three Stooges' Syndrome from the Simpsons). Still, something like the Prison quest is tons of fun.
The second is A Legionary's Life, a very old-school looking game that emulates the journey of a Legionary in the pre-Marian Roman army. Its skill checks are RNG based below a threshold, but it's extremely linear compared to anything ITS will likely be doing.
Played for about a quarter of the game, couldn't finish it for unrelated reasons. Always wanted to go back to it, and it reminds me of Colony Ship in many ways. I can't speak much of its system, but superficially at least it felt very similar to CS.
Ah, definitely. In the first act there is a particularly hilarious check, starting at 0:18.
https://youtu.be/JxWIjlGKwZA?t=18
Age of Decadence actually had some very interesting failure paths for the main quest, which ended up leading to exciting situations you could not otherwise have gotten to.
For instance, in the Maadoran Assassins' Guild path, if you don't find a way out of Levir's lair by yourself, he lets you go in exchange for a favour. Later on, he commissions you to betray your guild and you get to assassinate your guildmaster and lord Gaelius at the same time (you even get an achievement for it).
Another example is in the Ganezzar Thieves' Guild path, where if you don't kill Faelan and let yourself fall under his spell, Meru recruits you to lead all of the Aurelian forces into an ambush.
I really trust Vince to come up with the wackiest ♥♥♥♥ if given enough time and resources. It's the perfect writing blend, with just enough absurd but in-character humour to spice things up. By comparison, Disco Elysium went a little too pedal-to-the-metal.
The only way to make it work is to design a tactical dialogue system with many variables, as many as in a good combat system. Then you'd 'attack' with your arguments trying to breach your opponent's defenses (the reason why not), weaken the resolve, increase doubts, etc. It could be a fun system but the major downside is that it would eliminate all written lines of dialogues because the system would require more options at any give time than any writer could account for.
A good point, but what if the writing simply didn't try to account for every single moment but rather certain "milestones" in the argument? So you go through a few rounds of argumentation, and then the dialog kicks back in as we see your character making a reasoned argument (with dialog), and we see how Bob responds to your character's reasoning at that point. And then maybe it's back to a few more rounds of argumentation mechanics before the next bit of dialog kicks in.
As I recall, Romance of the Three Kingdoms XI had a fairly interesting diplomacy mechanic. Granted, the dialog was essentially nothing in it, and I'm not arguing for adopting a mechanic quite like theirs per se, but there is certainly precedent at least for the concept of complicated and tactical diplomacy systems.