![]() This ability to vary the conversation based on topic choice, however, was not used to any significant degree in Ultima IX. In other words, each topic of conversation can open or close other topics and the Avatar's lines are not tied to a dialog topic. Third, the list of possible dialogue options depends upon the NPC's lines. As a result, most NPCs will recognize when they have talked to the Avatar previously. Second, like Ultima VII, Ultima IX’s dialogue has a dependence on story variables however, there are more variables for a wider range of possibilities. First, the Avatar has full lines of dialogue rather than keywords that are selected from a list or typed. What is different about Ultima IX’s dialogue Ultima IX’s dialogue varies significantly from prior installments. ![]() Cinematic Event &ndahs means that the dialog is a fully scripted event with no player control. Cinematic – means that the dialog is taking place within the conversation mode. Noncinematic – means that the dialog is being spoken while the player retains full control. Proximity Enter – initiated whenever the Avatar approaches an NPC and does not require an outside trigger for activation. Triggered – indicates that dialog is being triggered, almost always by the Avatar’s approach. This is usually cinematic unless indicated otherwise. Terms to know Enter Conversation – occurs when the player talks to (uses) an NPC. 18.13.1 Unused/Unobserved Dialogue Lines. ![]()
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