Dialog Presentation in MMOs

New traditional dialog presentation appears to be driven by WoW’s super simple and functional method of showing dialog and the Accept/Decline confirmation for quests in a single window. The EQII method is to show dialog in the world with a chat bubble, and to give players responses that they choose to advance conversation. Both have advantages and disadvantages, but which one is better, and is there a way to do it better than both?

The easy question to answer is, “is there a way to do it better than both?” The answer, obviously, is yes. Whether someone has already implemented a better way to do it is dependent on each person’s opinion, but even if you absolutely love one way or the other, there’s always room for improvement.

So, which one do I prefer? While it’s harder to implement for a designer and does require some clicking, I prefer the in-world method. To me, it feels a little more immersive. First of all, it seems more like the NPC is actually talking. But the more important one is that I get to interact more and it feels like I’m driving a conversation instead of being dictated to (if done right).

As a designer, yes, it’s far easier just to go with the World of Warcraft method of writing both the dialog and quest description as a single entity, then letting players click Accept or Decline. But, also as a designer, the in-world method offers me the ability to give players more choices. For example, I could write a riddle and have you answer it in EverQuest II, while in WoW I could not. That’s not to say you can’t go with the WoW method and still allow players to click from a list of responses in special cases (one obvious improvement to that style).

An obvious improvement, to me, to the in-world style with player responses is to provide canned responses instead of writing new player responses for each conversation. It makes for a lot more work, and there seems to be almost zero payoff in my mind. At worst, some players might even feel like you are putting words into their mouth and telling them how to play their character. A simple solution would be to provide icons (like a check mark or an x); simple instructions like “Confirm,” “Continue,” or Leave Conversation,” or some combination thereof.

And to minimize mouse movement (I’m not a fan of requiring people to make their cursor fly all over the place or click many times to accomplish anything), you could go with a radial menu or pie chart style. Meaning, the options are presented in a circular format, and moving the mouse key in any direction makes an option highlight (or using keys on the keyboard does the same).

I won’t even get into giving players the ability to do other cool and creative stuff like, say, Intimidating or Bartering with an NPC. Technically speaking, you could do that with either method, or a new method altogether, so that would deserve a post of its own.

Anyway, I’m really looking for your opinions, and why you like it one way or the other. Have at it!

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