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Unread 12-28-2008, 11:32 PM   #3
bluestarultor
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I was actually hoping to AVOID dialog options, instead focusing on driving his personality by his actions in battle. Imagine having five options per dialog tree, for every dialog event! XD

No, it's more like he becomes more like the party members he emulates, who each chose their weaponry because of their individual personalities and the actions involved. The gunner is very precise, for example, and utilitarian, so he has a weapon that suits him. The sword-user is incredibly artistic and chose the sword to express her finesse, but also her desire to defend her friends. By using their weaponry, he'd learn things in reverse, so to speak. The techniques he used in battle would lend themselves to thinking a certain way, since it would entail using techniques similar to the things the others already chose.

My idea is that a person can say anything. What they do is what defines them.

Also, dialog trees really work best for a binary system, like good and evil. Calculating anything more than that gets really complex. Think of it like Pip form Chrono Cross, only every Element has its own path, rather than Light Pip and Dark Pip.


Edit: Oh, and he would have a bias toward his own personality. He'll always be "himself," but he picks things up from those around him, and if nothing else, he can pretty easily recover by using his own unique abilities.
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Last edited by bluestarultor; 12-28-2008 at 11:43 PM.
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