Outside of swooping, cinematic camera angles and controller-friendly Dialogue wheels, Branching Dialogue in videogames doesn’t seem to have come very far since its inception. If anything, it seems to have regressed a little, becoming more streamlined, sure, but also offering fewer options to the player.
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This fact prompted someone to ask Obsidian’s Josh Sawyer if he thought branching dialogue was an evolutionary dead-end. He says it isn’t.
For starters, things have been evolving, albeit behind-the-scenes. Data tracking is now much easier for writers, so they can figure out the balance more easily - how many times NPCs have reacted to an event, trait, or any other variable, for example. This, Sawyer, says, has lead to more consistent standards.