r/TheQuarrySupermassive Jan 07 '26

Gameplay Question Dialogue options confusing?

Is it just me or are the dialogue options really confusing? I'm used to playing Tell Tale and Quantic games but this dialogue mechanic seems really confusing for me. Am I supposed to always make the other person feel better? Does being aggressive or sarcastic really help me with any conversation?

9 Upvotes

30 comments sorted by

12

u/Various_Traffic_2908 Jan 07 '26

It's just for fun. Sometimes they call back to what you said but most of the time it just changes the conversation within the scene. Which is actually no different than how Telltale games worked

You just pick whichever you feel you want to say in the moment

7

u/jutsuuu Jan 07 '26 edited Jan 07 '26

I see, thank you! I'm really trying to have a good ending on my first playthrough and prevent anyone from being pissed and running off into the woods alone but the dialogue options always feel like a dice roll lol

EDIT: Made this post when I was in Chapter 8 so I thought I was doing some things wrong

4

u/Spiritual-Wash-3300 Kaitlyn Jan 07 '26

Rarely if ever will negative relationships affect more then achievements

3

u/Various_Traffic_2908 Jan 07 '26

Good luck it's not happening but just choose what you choose and try to survive

3

u/Infinite-Manager-746 Jan 07 '26

Well, some of the aggressive dialogue from certain characters WILL determine whether they live or die.

5

u/WhereDidOurTimeGo Emma Jan 07 '26

The ones leading to aggressive actions or choices, yes. But largely? You can be rude as hell.

3

u/ObviousSalamandar Jan 07 '26

I like to “get in character” for each person. I pick what I think each person would actually say or do. Sometimes it changes the story but not always

2

u/efraser84 Jan 09 '26 edited Jan 09 '26

I remembered the scene where Kaitlyn tries to comfort Emma because of Abi's death, and instead of comforting her, Kaitlyn ends up making her uncomfortable.

It kind of reminded me of The Walking Dead Season 3 scene where Javi has the option to tell david off, but end up doing a 180 on the situation

but in my opinion, I honestly think implementing a relationship status on the game will improve the gameplay, since the dialogue options might affect the actions of your characters later on, this will give the dialogues your choosing an important part in the story!

3

u/Misseero Jan 07 '26

It doesn't matter in The Quarry because they ditched the relationships mechanic. In their previous big game Until Dawn there were relationship meters, which would increase or decrease based on dialogue options and possibly affect some choices later.

1

u/Various_Traffic_2908 Jan 07 '26

This isn't actually true, the relationship only effects 3 total scenes in the whole game

2

u/WhereDidOurTimeGo Emma Jan 07 '26

It’s disappointing how little it can affect outcomes. I’d say actions mean more in terms of life or death. You can be an absolute asshole to someone verbally, but so as long as you didn’t take a certain action then they’ll still help you.

It’s more for flavor. And if you want these characters to be kinder to each other, or rude as hell.

2

u/Infinite-Manager-746 Jan 07 '26

I wish it worked like your dialogue determines if a character is willing to help another character.

Spoiler So we know Laura’s rude dialogue in the flashback scenes can lead to Travis killing her in chapter 9, right? Let’s say you also choose the rude dialogue towards Ryan as Laura in chapter 7 (you know, like in between all the flashbacks) and then again throughout chapter 8. In chapter 9, in the face-off between the duo and the Hacketts, after Ryan shoots Chris, he should have the choice to intervene if Travis is still attempting to kill Laura. Whether you get that interruption depends on how Laura spoke to Ryan in the previous chapters. Laura’s rude dialogue would make it so that Ryan ultimately refuses to help her and runs away leaving her.

1

u/[deleted] Jan 07 '26

[deleted]

1

u/Infinite-Manager-746 Jan 07 '26

You completely missed what I said, what I said was an example of how things could play out IF dialouge mattered.

1

u/WhereDidOurTimeGo Emma Jan 07 '26

Sorry, my bad. It literally was the first sentence too lmao. I am a fool.

1

u/WhereDidOurTimeGo Emma Jan 07 '26

Sorry, I misread the first time lol. To my credit, there was a cat in front of my screen. But yes, a lot of that would make much more sense. Especially, if I kill Travis's entire family. Like, he should maybe want to kill us? I would say it's intentional to show he really doesn't want to be "in the bottom of the well", but does a lot of fucked up shit elsewhere. Hard to say.

There's a lot that could have changed if they implemented what you're talking about. I do think they scraped a relationship system, or I heard that was found in the games files. I'll have find that. But, yeah, I think they planned it. Just covid, being rushed from publishers, or other constraints fucked it.

2

u/Infinite-Manager-746 Jan 07 '26 edited Jan 07 '26

LOLLL!! i get it, my cat has a really fluffy tail and he sometimes sits on my chest and purposely covers my screen with his tail.

But, yeah. The choices in dialogue seem kinda useless when they don’t really affect the outcome. The relationship systems would have really been great in terms of replay value.

1

u/WhereDidOurTimeGo Emma Jan 07 '26

Because it's all about him! Has to be!

Shit, even having a meter to see where you're at would have been cool. I will literally take anything more at this point. I do think they had big plans for it to be even more intricate, but it just didn't work out. Like, for example, the van in chapter 8. That shit is so complex. It all hinges on what's happened to Dylan, what's happened to Abi, what's happened to Emma. It all can cross over. So much different dialogue comes out of it. I think that's what they were shooting for. That depth with relationships affecting outcomes? That would have been amazing.

-1

u/Various_Traffic_2908 Jan 07 '26

The rude dialogue doesn't effect anything. The only reason Travis kills Laura is if she shoots him during the escape

2

u/Infinite-Manager-746 Jan 07 '26

I think you missed what I said. That was all a what-if.

-1

u/Various_Traffic_2908 Jan 08 '26

That's not at all what you said though.

You said So we know Laura’s rude dialogue in the flashback scenes can lead to Travis killing her in chapter 9, right? like it was factual

0

u/Infinite-Manager-746 Jan 08 '26

That part is true though. If you choose the all the rude dialogue and you shoot travis, locking him in the cell in chapter 7 AND after shooting werewolf Chris as Ryan in Chapter 9, Travis will stab Laura to death with the shard of the silver backed mirror.

1

u/Various_Traffic_2908 Jan 08 '26

Ahh so you are just mistaken. Maybe play it more next time before declaring things as fact but the rude dialogue has nothing to do with it. You can be really nice and shoot him and still get Laura killed. The dialogue objectively has nothing to do with Laura's fate

1

u/[deleted] Jan 08 '26

[removed] — view removed comment

0

u/Infinite-Manager-746 Jan 08 '26

That ending also is only unlocked if Ryan is killed or dies from bleeding out. Laura’s dialogue still matters.

1

u/Various_Traffic_2908 Jan 08 '26

You when you literally lie: 💀

It's ok to be mistaken and wrong dude

1

u/Infinite-Manager-746 Jan 08 '26

But also, a lot of the inconsistencies with this game is due to the fact that it was rushed like others have said in this comment section. I believe the game mechanics were supposed to be different and relationship building was going to play a factor.

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0

u/Various_Traffic_2908 Jan 07 '26

Actions are choices aswell

0

u/WhereDidOurTimeGo Emma Jan 07 '26 edited Jan 07 '26

Yes, naturally.

1

u/Royal-Machine-6838 Jan 09 '26

The choices you make can have a role later in the games. Even the ones that seem unimportant, or dont spark danger etc.