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Banter - real or game time?


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This is a meta question which occured to me after noting some mods switching from game time to real time with more recent updates. Obviously real time seems to be considered the gold standard. Is this merely because it corresponds to the way banters are handled in vanilla or is there another, conceptual reason for this? To me, at first thought game time seems almost preferable, as it would do away with the issue of cascading comments from chatty characters covered in blood at the end of a long fight.

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Firstoff, sorry for spouting IE engine specifics:
 

Spoiler

"Banter" usually refer to interactions called randomly by the engine (If started by script, the action is "Interact()" and thea are in a specific dlg, in the original game it's the Bxx.dlg). Also, they are mostly between NPCs. Only the original oBGII romances work with this dlg for romance dialogues, too.

Dialogues is what mods usually trigger with real time timers, they are started by e.g. StartDialogNoSet() or just Dialogue() and are usually in a dlg named xxJ.dlg.

To your question: I use real time timers for romance dialogues, because they appear to be timered more equally throughout the game for the player. If someone pauses often, or rests often, one might not realize that the game time changes along with it. Game time timers would mean that some dialogues would come right after the other or might be delayed.

In addition, I lack the experience to know what game time would be appropriate to space the dialogues, especially because of it being influenced by pausing and resting, because it depends on the playing style a lot. (This also goes for real time, of course, but it's more trivial to space it and pretends it's equally distributed).

I do, however, use game time timers if characters talk about "days", i.e. for item crafting or the likes.

 

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