Cookies on OyList

We use essential cookies to keep OyList working. With your permission, Google Analytics cookies help us count visits and understand which pages are useful.

How we use cookies

Share

Embed
Share this list with friends or copy the link:

Items15

1

Ultima VI: The False Prophet (1990)

by game_tinkerer  • 
Ultima VI: The False Prophet
Game
8.4/10on IGDB
Released
On the original DOS release, type a single word to ask about it. You can start with a name or a job, then try a subject that comes up in the answer. With help turned off, the game leaves you to work out which words might lead somewhere.
More about Ultima VI: The False Prophet
2

The Secret of Monkey Island (1990)

by game_tinkerer  • 
The Secret of Monkey Island
Game
8.7/10on IGDB
Released
The original DOS game gives Guybrush a list of lines to say. Insult sword fighting turns that menu into the duel itself. Pick up insults and comebacks through practice, then work out which response belongs with the insult your opponent just used.
More about The Secret of Monkey Island
3

The Last Express (1997)

by game_tinkerer  • 
The Last Express
Game
8.4/10on IGDB
Released
On the original PC release, choosing where to stand can matter as much as choosing what to say. People hold conversations elsewhere on the train while you move around. Wait outside a compartment at the right moment and you may hear a line you missed on your last trip.
More about The Last Express
4

Fallout

by game_tinkerer  • 
Fallout
Game
The original PC game's Intelligence score changes the answers you can give. Set it below four and the manual warns that conversation becomes severely restricted. Before you meet another person, the points you put into your character have already changed what you can say.
More about Fallout
5

Blade Runner (1997)

by game_tinkerer  • 
Blade Runner
Game
8.4/10on IGDB
Released
Westwood's Windows adventure lets you set McCoy to be polite, normal, surly, or erratic. He then picks responses automatically according to that setting. Switch to User Choice and the same moments open a menu, giving you the final word when an interview reaches a decision.
More about Blade Runner
6

The Elder Scrolls III: Morrowind (2002)

by game_tinkerer  • 
The Elder Scrolls III: Morrowind
Game
8.5/10on IGDB
Released
Each person you speak to has a Disposition score, shaped by things such as your reputation and faction ties. You can admire, intimidate, taunt, or bribe people. How they feel about you can change whether they tell you what you came to ask about.
More about The Elder Scrolls III: Morrowind
7

Facade (2014)

by game_tinkerer  • 
Facade
Game
Released
Type your own words while visiting Grace and Trip in the original Windows release. The program interprets what you say and can have the couple push back, warm to you, or turn the argument in another direction. Try a compliment and see how differently it can land with each person.
More about Facade
8

Mass Effect (2007)

by game_tinkerer  • 
Mass Effect
Game
8.6/10on IGDB
Released
BioWare's original Xbox 360 manual gives you a map for the conversation wheel. The left generally lets Shepard ask for more information, and the right moves the exchange along. The upper and lower positions often signal cooperative and aggressive responses, so you can pick a direction before Shepard delivers the full line.
More about Mass Effect
9

Alpha Protocol (2010)

by game_tinkerer  • 
Alpha Protocol
Game
7.5/10on IGDB
Released
A timer runs while you decide how agent Michael Thorton should handle an exchange. You can act suave, aggressive, or professional, and change your approach from one response to the next. The pressure comes from reading the other person's reaction before your next chance to speak runs out.
More about Alpha Protocol
10

The Walking Dead (2012)

by game_tinkerer  • 
The Walking Dead
Game
8.6/10on IGDB
Released
In Telltale's first season, many exchanges give Lee only a few seconds to answer. The game remembers some answers for later scenes, and a brief notice can show that another character took note. An offhand remark can have a life beyond the scene in which you said it.
More about The Walking Dead
11

Oxenfree (2016)

by game_tinkerer  • 
Oxenfree
Game
7.6/10on IGDB
Released
Alex can talk while you keep walking. Choose a speech bubble early and she may cut across another speaker. Let the options pass and she can stay quiet. The conversation accounts for interruptions, so a friend can pick up the thought you interrupted and carry on.
More about Oxenfree
12

Firewatch (2016)

by game_tinkerer  • 
Firewatch
Game
7.9/10on IGDB
Released
The handheld radio lets Henry decide what to point out to Delilah as he walks. You can report something you notice, interrupt an exchange, or keep going without checking in. Because a conversation can restart after an interruption, it can unfold around the walk instead of pausing it.
More about Firewatch
13

Disco Elysium (2019)

by game_tinkerer  • 
Disco Elysium
Game
9.3/10on IGDB
Released
Other people speak, and so do the detective's skills. A passive check can bring Drama into the exchange to tell you it suspects a lie. You also get active choices that roll the dice against a skill. The 2019 original gives you a say in whether to trust the voice that just offered advice.
More about Disco Elysium
14

Pentiment (2022)

by game_tinkerer  • 
Pentiment
Game
8.7/10on IGDB
Released
You decide parts of Andreas's background, but people also remember how he treated them. Past choices in conversation can help or hurt one of his later attempts to persuade them. A quiet exchange early on can end up mattering more than the wording of the request he makes much later.
More about Pentiment
15

Baldur's Gate 3

by game_tinkerer  • 
Baldur's Gate 3
Game
Pick a response marked for a skill and the game can stop to put a twenty-sided die on screen. You can see the target and the bonuses that apply before you roll. Seeing the odds makes the risk in the conversation explicit.
More about Baldur's Gate 3

Comments