Items15The creator’s order
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Ultima VI: The False Prophet (1990)Released Jun 1, 1990On 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.0
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The Secret of Monkey Island (1990)Released Oct 1, 1990The 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.0
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The Last Express (1997)Released Mar 30, 1997On 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.0
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FalloutThe 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.0
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Blade Runner (1997)Released Nov 14, 1997Westwood'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.0
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The Elder Scrolls III: Morrowind (2002)Released May 1, 2002Each 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.0
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Facade (2014)Released Jan 13, 2014Type 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.0
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Mass Effect (2007)Released Nov 20, 2007BioWare'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…0
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Alpha Protocol (2010)Released May 27, 2010A 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.0
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The Walking Dead (2012)Released Apr 24, 2012In 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.0