>>5595347extreme example would be like pic rel.
dialogue options like these are fine in an RPG since you can select whichever ones you're interested one by one at the speed of a left click.
Imagine if these options were prompts in a quest.
They're not mutually exclusive so there's no reason to not simply pick all of them.
There is no die being cast. These actions have no consequences.
There's no opportunity cost, taking 2 or more things the players (or character) values and making the players pick one. Ideally there should be some exclusive benefit to each option.
All of these things are no problem in an RPG since you're only investing 1 second in the decision. But in a quest a decision demands an entire update. So decisions need to have some of the things I mentioned above to make them worth it.
>>5595351>Probally little things like "do you punch or kick or dodge or parry?" this. "I use the fire spell on the ice enemy" is satisfying enough in a videogame, but obviously you can't use that as a quest prompt. Who the fuck would NOT pick that.
>>5595350>>5595353yeah decisions have to mean something.