The conversation system in Alcarys Complex is nothing really massive or in-depth, but I’d thought I’d explain the design rationale behind it, and the way it differs from existing systems that it could reasonably be compared to.
In the game, you have the ability to talk to two kinds of non-player characters (NPCs). The first is your normal NPC, the one that provides information or some kind of witty chatter. This dialogue only changes with advancement in the story – if the city capital blows up, the NPC is going to comment on it. It wouldn’t make sense otherwise.
The second kind of NPC is the conversationalist. Read More
