Yeah, I got it, Xav.
and that's exactly what I was thinking. The buttons could remain the same, but the behavior of the characters when you use them could vary, depending on the status of whom is talking to, and (possibly) the mood of that particular character. Plus, it can be affected by the surrounding environment.
The work button, for instance, could be used in very different situations, with diferent orders. The main character should , instead of just say "work", say "turn the whell!" or pull the levers!", depending on who and what is around him.
The action button, even now, has already a lot of AI behavior on it. It is used to operate vendos, pick objects, and various other things, depending on where the main character is. The gamespeak behavior can be expanded like that.
the greetings button could be expanded by increasing the level of interaction with characters. Once you greet a folk, you could use the same button to say some shallow sentence, just to add fun to the talk, like: tap Y, "Hello!", tap it again, "how's going?", and again, "nice hat...", and so on.
Of couse, each group of characters should have their own set of sentences that reflects their particular peesonalities.
An intersting adiition to game would be to develop particular languages to each race, so that we could only understand what they re talking about if we possess one of that race. It could be used in diferent kinds of puzzles. The slig locks, for instance, an't be operated by a mudokon, because it only works with sligs language.