Jump to content

Welcome to Obsidian Forum Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

[Proposal] Adjustable dialogue text length

dialogue text length settings

  • Please log in to reply
16 replies to this topic

#1
Micru

Micru

    (1) Prestidigitator

  • Members
  • 12 posts
  • Location:Mechanus
  • Pillars of Eternity Backer
  • Kickstarter Backer
I'm going to leave here a suggestion, that I'd love to see implemented, TEXT LENGTH ADJUSTABLE. Which means that you can choose either a short "TL;DR" version of the dialogue, or an expanded version la Planescape: Torment (or even longer - wet dream).

For me the amount and quality of the text is the soul of any role-playing game and what lasts for generations. But I also understand that there are a large audience that seeks instant gratification. So I guess with an option to select how much text you are ready to read we could have the best of both worlds? Opinions?

#2
Delterius

Delterius

    (4) Theurgist

  • Members
  • 308 posts
If trolling, 4/10;

If not, no.

#3
Micru

Micru

    (1) Prestidigitator

  • Members
  • 12 posts
  • Location:Mechanus
  • Pillars of Eternity Backer
  • Kickstarter Backer

If trolling, 4/10;

If not, no.


Reasons for the strong opposition?

#4
Jozape

Jozape

    (4) Theurgist

  • Members
  • 206 posts
  • Location:USA
  • Pillars of Eternity Backer
  • Kickstarter Backer
I guess you could get a wall of text, and then as a response, the PC could say "*YAWN* sorry, can you shorten that?".

I think that beyond that though, it's not worth it just to try and please everyone.

#5
Continuity

Continuity

    (2) Evoker

  • Members
  • 58 posts
  • Pillars of Eternity Silver Backer
  • Deadfire Backer
  • Fig Backer
nooooope

#6
novander

novander

    (1) Prestidigitator

  • Members
  • 44 posts
  • Xbox Gamertag:FaintestSnow
  • Pillars of Eternity Backer
Spending a lot of time writing great dialogue and then going back to shorten it for the lazy players sounds kind of depressing for the writer. I don't think this is the kind of game for people after instant gratification. If it was, I don't think Obsidian would have needed a kickstarter for it. Let's all just enjoy our walls of text.
  • qloher and Gelp like this

#7
Fooine

Fooine

    (1) Prestidigitator

  • Members
  • 37 posts
  • Pillars of Eternity Backer
  • Deadfire Backer
  • Fig Backer
I don't think there's that big an audience seeking instant gratification here. I mean, we were all drawn to the kickstarter under the promise of a RPG going back to the roots of the IE games, and these were text-heavy. In fact, the richness of the writing is what made them great in the first place (I know I wasn't a fan of the AD&D rules, but it was worth dealing with). That's probably where the opposition comes from.

This is a crowdfunded project. The devs aren't held accountable to a publisher. I don't want to see them try to cater to the lowest common denominator. Giving the option to replace all dialogue with a TL;DR version would be doing that.

#8
Solivagant

Solivagant

    Dragonblade of the Obsidian Order

  • Members
  • 55 posts
  • Pillars of Eternity Silver Backer
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
I appreciate the sentiment but I am sure the vast majority of backers WANT the walls of text. This isnt a game at the whims of a publisher, but rather open to our real wants and wishes. I'd love to see a return to the PS:T long dialogue with narrations, that's why I'm here.
  • Nakia likes this

#9
Delterius

Delterius

    (4) Theurgist

  • Members
  • 308 posts

If trolling, 4/10;

If not, no.


Reasons for the strong opposition?


Because that would be like me asking the CoD developers to allow for a skip the shootout section because I don't like it. That's the retarded way to pursue a market.

Edited by Delterius, 17 September 2012 - 04:43 PM.


#10
SqueakyCat

SqueakyCat

    (4) Theurgist

  • Members
  • 322 posts
Actually, reading all the text is something I'm looking forward to and have missed with the current RPG's 'cinematic' or 'pick an emotion' style of handing conversation.

(However, I should probably get my eyes checked before release.... just to be sure.)

Edited by SqueakyCat, 17 September 2012 - 04:48 PM.


#11
Micru

Micru

    (1) Prestidigitator

  • Members
  • 12 posts
  • Location:Mechanus
  • Pillars of Eternity Backer
  • Kickstarter Backer
Thanks to you all for all the responses. I didn't inted to start any trolling whatsoever, but it is nice to hear that most of the people here agree on "the more text, the better". At least that should give some freedom to the writters/designers to write as long as they wish :)

#12
Paul D

Paul D

    Obsidian Order Seeker of Balance

  • Members
  • 97 posts
  • Pillars of Eternity Gold Backer
I think this concept is worth exploring. I suggest some gamers enjoy the Story as much as (if not more than) the Adventure Personally, I like both, and where there is dialogue I am very interested in learning more, understanding the motivations of the NPC's etc. I acknowledge developing such content takes time, but investing in the story can at times result in a richer experience than simply wandering around a richly textured and rendered world IMHO. There is a survey currently underway in the forums regarding Dialogue, and rich explanations are a stand-out winner there (last time I looked).

#13
Badmojo

Badmojo

    (5) Thaumaturgist

  • Members
  • 401 posts
  • Pillars of Eternity Backer
  • Kickstarter Backer
uh no, the wall of text is what a lot of us old rpg players LOVE about these games. We do not want them to waste time biowaring it. Also, this is not VO'd except partially. You are not going to have the text read too you and dumbing down text would be a pain because a lot of important info is in what is said. It really cannot work unless the game is fully voiced and that is not going to happen, nor do most of us want that to happen.

Edited by Badmojo, 17 September 2012 - 04:49 PM.


#14
licketysplit

licketysplit

    (5) Thaumaturgist

  • Members
  • 409 posts
Seems like wasted effort to me.

#15
Nakia

Nakia

    Rogue of the Obsidian Order

  • Members
  • 1153 posts
  • Location:New Jersey, USA
  • Steam:nakiarogue
  • Pillars of Eternity Silver Backer
  • Kickstarter Backer
No short text for me. I am more concerned with the size of the text. Not every one who plays these games has 20/20 vision. I am one of those. I would rather have text that can be made larger or smaller depending on the needs of the player.

#16
Yst

Yst

    (5) Thaumaturgist

  • Members
  • 517 posts
  • Location:The City of Doors
  • Pillars of Eternity Silver Backer
  • Kickstarter Backer
Really, I think the "skippable dialogue" phenomenon is amongst the worst things to enter into RPGs in the last ten years. By "skippable dialogue", I mean dialogue the reading of which will not substantially impact gameplay, and the reading of which is not intended to be particularly significant to the game experience, much less necessary to it. The WoW RPG design mold, essentially. At its worst, when taken single player (as it must be granted that in a multiplayer context, players may be creating their own story, rare though good multiplayer RP is).

Ultimately, dialogue either *is* or *is not* significant to gameplay. If it is not significant to gameplay in an RPG, an opportunity is being wasted, if indeed the game interests itself in characters or story. If it is significant to gameplay, but its significance is curtailed to allow for its being ignored, both experiences of the game (the dialogue free experience, and the dialogue-heavy experience) are cheapened, to make room for a half-way treatment of an incompatible game dynamic.

If a game (e.g., Limbo) chooses text-free storytelling, I will not necessarily judge it inferior for that fact, if it uses that dynamic well. If a game chooses text-heavy storytelling, as this game surely will, I will judge it for the quality of its storytelling within that dynamic. But if a game tells me it uses text-based storytelling, as its chosen mode, but it isn't all that important, I will judge it very harshly indeed.

A game has to choose what it wants to be, and be that thing as best it may. Choosing the worst of two worlds, and straddling the abyss in between them is no solution at all.

#17
Boof

Boof

    (1) Prestidigitator

  • Members
  • 24 posts
  • Pillars of Eternity Backer
  • Kickstarter Backer
You had options like that in some of the older games where you tell an npc to skip right to the point. Guess having something like that wouldn't hurt.





Also tagged with one or more of these keywords: dialogue, text, length, settings

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users