It's How You Say It, Part Two

IGN AU continues to spotlight the design techniques used to implement dialogue in role-playing games, though this time they focus on two upcoming games - Dragon Age: Origins and Alpha Protocol. They also move on to a "think tank" discussion, making the article well worth a read.
Dialogue in Alpha Protocol boils down to three main options, each one tied to what kind of personality you'd like to have in the game. The first approach is that of the suave spy, who uses charm and subterfuge to his or her advantage. The second is an aggressive stance, which can work both for and against you. Some NPCs may be intimidated by this approach, whereas others may end up offended. The third option is to be a professional; more Jason Bourne than Jack Bauer.

What earns Alpha Protocol a space here is a design feature that prevents players from replaying conversations. In many traditional RPGs, it's possible to get the 'best answer' by repeating your conversation with an NPC. In Alpha Protocol, every conversation will be a once-through affair, and to further pressure your decision you will need to make a choice between the three approaches explained above against a ticking clock. Fail to input a command in time and your inaction will also have an impact on the game's story. Not only should this system encourage multiple playthroughs, it serves as an attempt to redefine the way in which dialogue choices affect narrative. We look forward to seeing the end result.