I often find such preprogrammed dialogue choices to make roleplaying futile. In my mind, as I go through the game and interact with the different NPCs, I usually think of what each of my party members would say and how they would respond. Having the game creators do that for me kinda ruins it. Especially since, with the SOLE exception of really good adventure classics, no game has ever had a very good implementation of such dialogue choices. They're never very interesting or compelling, and tend to be a superfluous system.Deadguy118 wrote:I meant Role-Playing as in Dialogue choices and stuff like that. If you remember, M&M VI tried to do some of that half-heartedly with the incredibly useless Diplomacy skill. I'm not trying to knock the series for that, there's something to be said for focusing on the gameplay, but it's not the end-all for RPGs if you want choice.
If you want to talk real roleplaying, like the regular Dungeons and Dragons game (e.g. not computers games), it's alot more like what I described than the stale choices you get. In the actual roleplaying games, you would personally have something to say about what your character does, and what effect your opinions have on the party.
This doesn't exist in computer games, so no computer game is technically really a "roleplaying" game.
But, you can certainly think out such encounters in your mind. Unless a game does it for you.
So that's why I'd say the Might and Magic series is pretty good for roleplaying, and if it's not your cup of tea you don't even have to do it.
Just my two cents.