Original Post
Normally, I would say a good, solid, multiple-choice dialog system is as good as text-based dialog can get. But I was watching Stargate SG1 a little while ago, where an episode had Teal'c making a really tough decision. His "god", Apophis, sent a strike team to battle another enemy. The enemy had overwhelming numbers, and could not be defeated. At the last moment, the team's leader retreated. Apophis ordered Teal'c to execute the leader for his lack of obedience - for not dying in his name. Rather than do this, Teal'c freed the man, knowing that if Apophis really was a god, that he would know of it and kill him as well. The whole time, I was trying to imagine how much integrity Teal'c must have, to do what he thinks is right, even if it means defying his own god. Then of course I couldn't help but imagine how great it would be to be put into the same scenario in a game - to be given a choice to save a life at great personal risk. Here's the thing. Teal'c didn't have multiple choice. His decision was amazing - exactly because no one suggested it. He was ordered by his god to kill a man, and when nearly ready to do so, was forgiven by the man he was about to execute. He alone decided that the man should live. I hate the concept of guessing keywords. For the example, the player would probably type "free", or "forgive", or "release", or "mercy", or one of a hundred other possible words to get the desired result. But as long as there wasn't a keyword in a list, or a dialog option reading "You may go free.", the choice actually does mean something. It means the player has the same type of integrity as Teal'c. I wonder if there isn't another way to go about achieving this. Some way to give the player the potential to make their own decisions, without handing them the options, but not requiring them to play guessing games. Any thoughts or ideas?