![]() ![]() ![]() So, near the end of the game, I went to talk to them before I entered the endgame, and I hadn't found out about the conversation backlog thing yet because I'd been talking to everyone else in the hub regularly, and I had the horrible experience of watching this troll family's (dull, melodramatic, and sort of racist) family drama story arc play out in a twisted way where I'd talk to one character repeatedly, and get a month or more's worth of conversations and story development out of them, then talk to another and get all that from them, etc. The problem I had was that I skipped out on talking to several characters (a troll family running a nightclub) for most of the game, because they're irrelevant side characters who never give you quests, and their own stories aren't particularly interesting. However, since each NPC also has their own little character arc, you need to read all the conversations to understand all what's going on with each of them, so if you skip a conversation, go and do another main quest, and come back, any conversation(s) you didn't have yet will be backlogged, and you can have all the conversations you haven't yet had with a given NPC in the correct order at any time- even though the conversations are written as if a span of days or weeks is passing between them, and you're catching up with the characters each time you talk to them. Somewhat tangential, but this reminds me of a horrible experience I had in Shadowrun: Hong Kong, which reflects more generally on a CRPG issue that I've been sort of thinking about:Įvery time you progress the main quest by another mission in Hong Kong, each NPC in the hub area gets a new conversation you can have with them. ![]() They just need to feel like plot more than mechanics or the game loses story and starts feeling like a return to town in Progress Quest. A home base and a home cast of characters are useful plot elements. ![]()
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