by Yourself » Fri Jun 24, 2016 4:09 am
It might be useful to break down "dialogue" by it's functional purpose. If I were to take a stab at defining mutually exclusive categories for the rewards provided by engaging in dialogue, I'd say:
1.) Story: responses that provide unique characterization or background information about the setting and culture
2.) Circumstantial guidance: responses that help narrow down where to find a person, place, or job - e.g. being told that Vault 15 might have a water chip or that Arradesh is looking for help
3.) Interactive guidance: responses that help predict outcomes of certain actions, like being told that the gang in Junktown (can't remember their name) doesn't like outsiders, or that sending Water Merchants might reveal Vault 13
4.) Objective progress: responses that progress the state of a quest - the simplest being accepting a job or reporting it complete
5.) Trade access: I haven't yet run into a character I had to talk into bartering, but I have certainly lost access to it via dialogue choices
6.) External behavior: responses that cause an NPC to do something outside of dialogue, like Ian joining the party or Gizmo attacking
This (or a better classification system) might help in discerning how dialogue is useful to different players depending on play style, how it's dispersed through the game/level structure, and how these ideas are thereby coupled.