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pokoko said:
HoloDust said:

Yeah, I know about that, but this is what worries me:

"EG: You appear to be able to talk your way through a lot of tense situations. There are engineering and hacking skill checks. Is speech also a skill check?
Patrick Mills:
We don't want to gate speech behind particular classes or anything like that. We want that to be about the story and about your choices in the story."

I like when RPGs give you mechanisms, whether attribute based or skills, connected to dialogue options and what you can do via dialogue...that makes for interesting non-combat based characters builds.

That's awesome and exactly what I'd like to see in the future.  Generally speaking, speech checks are nothing but level gates, which makes them a hindrance to immersion.  You should never think, "damn, I can't talk to this guy now, I'll just come back after I gain a few more levels."  That's not playing a role, that's playing a format.  That's why speech gates were a failure in New Vegas.  All they did was put a big roadblock in the middle of quests. 

Unless someone comes up with a way to make speech gates interesting and immersive then I won't miss them in the slightest.  

I don't see them as speech gates - for example, if you have high INT in Fallout 1/2, there will be dialogue you'd never see otherwise...that will allow you to do the quest differently.  but in order to have that much of INT, you will have to suffer in other areas.

As I said, for speech to work properly that way, game mechanisms should not allow you to become expert in all things, but to focus on certain playstyle. Back in days, when dialogue was much, much more important in RPGs, devs put a lot of effort into this sort of things.