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Game Dialog Choice

I’m still slowly working my way through Pillars of Eternity, but this is starting to irk me greatly:

Fine then.

Fine.

Pillars is not, of course, the first game to tie your in-game dialog responses to statistics or skills. Fallout 3 and Fallout: New Vegas come immediately to my mind, for example. But on reflection, I don’t really like it in those games either. I find Pillars a bit worse in this regard though, due both to how much more difficult it is to actually raise your abilities, and how this game is supposed to be a spiritual successor to, you know, stuff like this:

Planescape_01

and this:

Answer: Charisma 16

Answer: [Wisdom 18 Required]

Ironically, Plansescape Torment also required certain attributes to be above an arbitrary threshold to unlock dialog options, so perhaps it is not the best of examples.

Or maybe it is. After all, the attribute breakpoints were invisible.

And I guess that is what annoys me the most: I do not understand the point of showing me dialog options I can never select. I don’t care that the other options would have only increased my quest payout by 100 copper, or saved me from one additional encounter, or given me an extra potion.

As a designer, what are you trying to communicate to me? The fact that I made poor decisions on the character select screen hours before actually playing your game? Are you trying to signal that certain skills will be important in the future? If so, are you giving me any tools or resources to achieve those thresholds later? I mean, clearly I can do nothing about these forbidden choices in the middle of the conversion, or even after I reload the game really. Or am I supposed to simply keep this in mind for some hypothetical second playthrough?

Truth be told, I was a bit miffed back in the day once I realized that most of the best dialog options in Planescape Torment were locked behind Wisdom 18+. But the game never rubbed my face in it, or otherwise treated dialog so… gamey.

Speaking of which: why are we all tying dialog to abstract attributes in the first place? For roleplaying purposes? To cause players to handicap themselves with useless Feats/Skills/Talents so players can’t be good at fighting and not fighting? Just give me my dialog choices and let me work things out from there. Or don’t and just not tell me about it.

This middle way is the worst of all worlds.