Why the dialogue system in Fallout 4 is screwed up.
So, Fallout 4 has been out for, what, a week now? Something like that. And, unsurprisingly to people who people who know me fairly well, I have some gripes with the game from what I've seen and been able to play at a friend's. The opening feels rushed as possible, the settlement building is somewhat poorly implemented and clunky, the writing ranges from good to terrible and the dialogue system is really stupid.
I really don't have a problem with the voice protagonist... Did you hear that? That was the Fallout hardcore audience collectively gasping and screaming death threats. But, yeah. I honestly don't have a problem with it, I've always kinda found blank slate characters to be boring, and I find adding a voice and slight bits of backstory like F4 does always helps your character to feel more like a character. No. The thing I hate is the dialogue system, but not for the reasons you might think.

The above image shows the F4 dialogue system, which I found on a sub-reddit for the game. We all have at least some idea of how this works and where it came from, right? If you don't, then allow me to spend a few seconds to explain.
This dialogue system is a sort of modified version of the wheel dialogue system which was made popular by the Mass Effect series. The wheel system has a wheel with six options, top right, middle right, bottom right, top left, middle left, bottom left. The system you see up above doesn't really have a designated name, as far as I know, but I know a few people who refer to it as a "Press Action Dialogue System." While that does sound slightly over long, when you could just called it a Press Speech System, I'll be using this for the rest of the post.

The above picture shows the ME dialogue system better then I can explain it. As you can see, there are a few things of note. The top and bottom left are greyed out while the rest are a light blue. This is because those two that are greyed out are questions that are there for some additional information and they have already been asked.
Normally, these kind of questions would be in the investigate option, which would open up a secondary version of the wheel with only questions and a "Cancel" or "Back" option that will take you back to the main wheel.
The right side of the wheel is only for dialogue options that will progress the conversation onto the next dialogue branch(top right, good, middle right, neutral, bottom right, bad), usually with another investigate option and another three options that will progress the dialogue again. See how it works? Good.
Now. How does the Press Action Dialogue System work? Well, it works on similar principles, but almost always screws it up. The way the system works is that you have up, down, left, or right to choose your dialogue choice. Up being a question, down being bad, left being sarcastic and right being good. This sounds perfectly good, right? Well, it would be. But only if the game could actually stick to the logic of up being a question, down bad, left sarcasm, right good, but it doesn't.
Mass Effect ALWAYS maintains this internal continuity about how the options work. The right side of the wheel always has options that advance the dialogue, left always has questions (technically it will have a dialogue progressing option on rare occasions, but those are always colored differently to let you know that they progress and don't just question.).
Fallout 4, on the other hand, is all over the place on what the four options do. In the beginning of the game, it sets it up like the ME dialogue systems, but then it will just randomly decide that up is now a progression choice and not a question one, right will suddenly be a jerk response for no real reason, left will be serious and lacking humor, and down will suddenly be sweet. I know that some of you are wondering, "So what? This doesn't really matter, does it?" This matters very much, especially from a player stand point.
You see, the beauty of the ME system is that it is almost subtle in how your decision making becomes second nature. Because of the way everything is layed out, you know exactly what you want to do in a dialogue, and the descriptions are usually descriptive enough that you will be able to discern what your character will say.
F4 seems to lack this understanding. Constantly changing what options do what is annoying to many people are causes them to have to break their concentration on the game itself and carefully read through every option to make sure that they don't choose an option that don't want. And even that fails sometimes because the descriptions are completely useless a majority of the time. The most you'll get is a brief piece of text from the sentence that goes with the options, which tends to tell you jack about what you will actually say, or it will just give a vague description that still leaves you in the dark.
This is an important thing to remember for those of us who think about implementing such systems in our own games; if you have a system that operates like either of these, having a ridged way of how the options work so that your players are never left wondering, "Okay. What in the flying (insert profanity) are these options going to say, and why do they always change!?"
-LS
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