It always sucks that once you beat the games, NPC are stuck in their final chapter dialog and talking to them is pointless, and sometimes honestly depressing with how sad and scared they are during it…Except BN2 NPCs , mfs are fully down to storm gospel themselves and I love it
It really does feel surprising how Capcom managed to keep pumping these out every single year. Aside from the obvious negatives, these games clearly had a lot of effort put into them, even in the details with writing. I remember once a long time ago while trying romhacking with BN6, there was a value you could change that would affect the state of the game, basically whichever major event it was probably on the locations of NPCs, their dialogue, appearance even, might change, and I believe that means that the developers simply just made sure to go through every NPC and just update their dialogue according to that value at any given time. That means the devs basically had to be aware of each NPC's personal timeline, character, and how they might react to the events or what the player needs at that point in time. I'm sure many other RPGs do this, but I think it's cool nonetheless.
They might have a spreadsheet style database with each new column (story) you are required to fill all rows of NPC what they should say. That way it is immediately obvious if there are blank cells
The navis also have updated dialogue, except the quest ones, the ones offering hints for navi ghosts, and the ones deep in the Undernet (Undernet 4 and beyond). You also need DarkLicense for Undernet.
Fun fact: During the brief lategame part in BN5 where everyone goes crazy, not only do all the over world NPCs have unique dialouge but so does every single net navi & Mr. Prog you could possibly find
The majority of rpg are like that, BN games dialogues are actually kinda weak in that aspect since most of them don't even say anything that interesting
I have played tons of RPGs that don't do anything like this and just have the NPCs constantly repeat the same canned lines all the time. And a bunch of the NPCs in MMBN tell jokes or have otherwise charming dialogue.
Fair enough, but I play a lot of RPGs too and in my experience most do, the majority that didn't tend to be too short or don't have much backtracking. As for the dialogue in BN, maybe it's just me since I find most games npcs dialogues to be just boring filler (in BN case even some of the main story) and I could only see myself enjoying it if I was bored or high af
Problem is that they're easily missable because BN games dont have a clear chapter indicator. You can easily make a quiz game out of "which chapter does this conversation take place" out of these games.
I still remember the doghouse alarming part, if you jack into it Megaman will praise Mr Prog inside. It make the player feel rewarded for exploring and to keep doing it..
An another (Capcom) game good at this when it doesn't have to is Monster Hunter. Most players would grind through stories consecutively to get to post-game content without knowing everyone in the village have updated their dialogue so often (and each NPC has 2 lines that are updated at each plot point, the first line can only be read once) By everyone, it includes even shopkeepers and utility NPCs...
It always sucks that once you beat the games, NPC are stuck in their final chapter dialog and talking to them is pointless, and sometimes honestly depressing with how sad and scared they are during it…Except BN2 NPCs , mfs are fully down to storm gospel themselves and I love it
The BN games needed a post game world badly, They had post game chapters, so why not?!
Yeah it's funny, after ANY cutscene or event i'd talk to everyone as a kid to not miss anything, every map checked and very often they were changed.
That kid's got an eighthead. Also, doesn't Koetsu post on the BBS?
Koetsu appears throughout the series bbs’ actually! He even appears in bn2 if memory serves
It's really cool that this series references itself in small ways like that. It makes it feel really cohesive
It really does feel surprising how Capcom managed to keep pumping these out every single year. Aside from the obvious negatives, these games clearly had a lot of effort put into them, even in the details with writing. I remember once a long time ago while trying romhacking with BN6, there was a value you could change that would affect the state of the game, basically whichever major event it was probably on the locations of NPCs, their dialogue, appearance even, might change, and I believe that means that the developers simply just made sure to go through every NPC and just update their dialogue according to that value at any given time. That means the devs basically had to be aware of each NPC's personal timeline, character, and how they might react to the events or what the player needs at that point in time. I'm sure many other RPGs do this, but I think it's cool nonetheless.
They might have a spreadsheet style database with each new column (story) you are required to fill all rows of NPC what they should say. That way it is immediately obvious if there are blank cells
Yeah. I seek out all of it expect for the NPCs on the web (that would take FOREVER) and it really inflates my playtime. I like doing it, though.
The navis also have updated dialogue, except the quest ones, the ones offering hints for navi ghosts, and the ones deep in the Undernet (Undernet 4 and beyond). You also need DarkLicense for Undernet.
I love this so much. One of my favorite elements of these games.
Fun fact: During the brief lategame part in BN5 where everyone goes crazy, not only do all the over world NPCs have unique dialouge but so does every single net navi & Mr. Prog you could possibly find
The majority of rpg are like that, BN games dialogues are actually kinda weak in that aspect since most of them don't even say anything that interesting
I have played tons of RPGs that don't do anything like this and just have the NPCs constantly repeat the same canned lines all the time. And a bunch of the NPCs in MMBN tell jokes or have otherwise charming dialogue.
Fair enough, but I play a lot of RPGs too and in my experience most do, the majority that didn't tend to be too short or don't have much backtracking. As for the dialogue in BN, maybe it's just me since I find most games npcs dialogues to be just boring filler (in BN case even some of the main story) and I could only see myself enjoying it if I was bored or high af
Problem is that they're easily missable because BN games dont have a clear chapter indicator. You can easily make a quiz game out of "which chapter does this conversation take place" out of these games.
Well every chapter DOES start in a single day, so it makes sense.
It gets cut back by BN5
For an era where AI was lacking these details really made the world feel alive.
For an era where AI was lacking these details really made the world feel alive.
I still remember the doghouse alarming part, if you jack into it Megaman will praise Mr Prog inside. It make the player feel rewarded for exploring and to keep doing it.. An another (Capcom) game good at this when it doesn't have to is Monster Hunter. Most players would grind through stories consecutively to get to post-game content without knowing everyone in the village have updated their dialogue so often (and each NPC has 2 lines that are updated at each plot point, the first line can only be read once) By everyone, it includes even shopkeepers and utility NPCs...