Spoken voice doesn't seem to be recorded with the flavor text in mind. I don't have a particular example but its present all over the game, including the Maerwald conversation.
Example:
* "NPC speaks"
* Flavor text describing the NPC's facial expressions, his cloths etc.
* "More NPC dialog"
The voice actor in this example just pauses briefly after the first part (like you do for another paragraph) and than resumes the dialog. The actually quiet obvious problem is that the player has no opportunity to read the flavor text before the second part of the voiced dialog starts.
Solution: Make sure that on the same page there is no flavor text in front of voiced dialog.
Question
xxTheGoDxx
Spoken voice doesn't seem to be recorded with the flavor text in mind. I don't have a particular example but its present all over the game, including the Maerwald conversation.
Example:
* "NPC speaks"
* Flavor text describing the NPC's facial expressions, his cloths etc.
* "More NPC dialog"
The voice actor in this example just pauses briefly after the first part (like you do for another paragraph) and than resumes the dialog. The actually quiet obvious problem is that the player has no opportunity to read the flavor text before the second part of the voiced dialog starts.
Solution:
Make sure that on the same page there is no flavor text in front of voiced dialog.
Example:
* "NPC dialog"
* flavor text
* New page after the player hit continue.
* "Remaining dialog"
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