If you mean in-between TES series, quite a lot actually. Daggerfall and Arena had an extremely simplistic system, where⊠Heh, now that I think about it, they probably didnât really have any disposition system whatsoever. Feel free to correct me if Iâm wrong there.
At any rate, Morrowind actually added proper disposition later on - but all its disposition was was a number, sort of displayed somewhere in the corner, and you could influence it using a bunch of dice rolls. IIRC disposition in Morrowind is a game of numbers, completely devoid of anything else whatsoever, and usually only used in quests where NPCs will only tell you something at high enough disposition (or attack you when low enough and you get their fight value to a sufficient level by taunts). Oh and some of their reactions tend to change as well, and it changes merchant prices.
Oblivion improved upon all of this quite significantly - it still uses disposition as a number ranging from 0 to 100 (altho it can be increased over 100), and the game uses disposition at a lot more occassions. It still works at merchants and changes reactions, but itâs used for the NPC decisionmaking a lot more (like when a guard who catches you doing something illegal likes you enough, he will pay your fine for you). And there are loads of similar little details that you will never, ever even notice. Also, in Oblivion (and I think in Morrowind as well), disposition decides whether or not somebody is hostile towards you or not - so if you make enough charm spells and are sneaky enough, you can recruit bandits to fight their comrades at your side, or just befriend the entire bloody dungeon. Extremely contrived and frustrating tactic, but viable nontheless. And it still does everything Morrowindâs disposition did. Even the terrible persuation minigame felt a bit more better than what Morrowind did, at least to me - I just wish it was more influenced by character skill, Oblivion basically did the exact opposite of Morrowind which is not great either. Oh well.
Disposition in both Oblivion and Morrowind is influenced by a lot of factors, like your personality skill, your race, your fame and so on. Similarily, it could be raised both via persuation skill, by buying a lot from the same merchant, or by completing quests.
And then Skyrim came and completely rehauled everything. So first of all, disposition is not a number that you can see in-game, which makes it feel a lot more natural. However, itâs still a number - ranging from -4 to 4 including 0. Iâm pretty sure this was done to allow for easier implementation of disposition into more parts of the gameplay and⊠Well, so it is. NPCs disliking you can still lead to them attacking you obviously, but changes in the âabove 0â part are much more significant - for instance, friends let you take cheap things from them like food or such. The more above 0 you are, the more expensive things you can take freely, and their reactions to you are influenced quite a bit as well.
Now, persuation minigame is gone, and the only way you can raise disposition is by completing quests, via conversations in general, or you can lower disposition by killing someone who likes the killed character. So basically, raising disposition is a lot more difficult, but it has a lot more direct gameplay benefits to it, including the possibility to marry whoever that person is (generally, I have noticed disposition being used in quests quite a bit in a less unnatural fashion than itâs been in Morrowind.)
So⊠yeah, Iâd say that a lot has evolved in dialogues, mechanically speaking
As opposed to you, right? Send me your game design portfolio and let me be the judge of that