   Dialogue system in a role playing game
  What is your favourite system ?1) Multiple choices (sentences) like Underworld, Fallout did.2) Keywords like Ultima, Morrowind,.. did. 
  I like sentences. It makes me feel like I''ve got mor choices.   veni vidi vici ;  Sentences - allow for more style. The way you write what the character asks will give them a certain style. Short questions with witty barbs will make them like Arnie. Long senetences with flowery language would make them like Elrond or some other mystical character.The downside of sentences is that you need to be good at dialogue. If you are not it will just sound cheesy.Keywords - quicker for the user to read and make their choice   Dan MarchantObscure ProductionsGame Development & Design consultant ;  Sentences, no doubt about it.Keywords were just lame and pointless and dumb and I really hated them in Morrowind and Wizardry 8. ;  Ok I totally agree with all the replies. I''ll go with the sentences.Thanks ;  In Syberia we went for a hybrid solution. The character owns a notebook with different keywords (we called them "concepts&quotstored in it. During a dialog, the player can select keywords from the notebook, which will make the character say a full sentence about it. The sentence said was usually different for each character it was spoken to, so you had the simplicity of keywords but the depth of fully-written dialogs.  ;  dialogue sucks, less talk more action is what you need ;quote:Original post by Anonymous Poster  dialogue sucksNo, but YOU do !