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- Jan 28, 2011
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Like he says in the video, the Shadowrun games got this right too. I think most games just felt safer sticking to the IE/Fallout formula.
skill-based combat
It doesn't matter what I think. The point is that adding more of these interactions will not satisfy combatfags.skill-based combat
Ah, you're one of those, huh?
Tell me, what is the difference mechanically between the supposed combat in DE and any other dialogue or interaction that happens in the game? Is there any? No? Then DE does not have combat. Period.
Extremely interesting interview. I think that it pretty clearly demonstrates the attention to detail that exists in excellent craftsmanship. The UI design is something that a player will be looking at for an entire game, but rarely do we hear about it - probably because it's usually not very glamorous. However, Disco Elysium makes it a centerpiece without it being obnoxious or in the way, which adds a lot of potential value to every experience the player will have. Just my opinion, of course!
Thanks Infinitron for your continued great work!
I felt that after ten years of hearing that the indies would provide an alternative to the mass market pap, this is an example of a game that would never be published by big software cartels and in fact is better than anything they have ever produced. The game is genuinely innovative and unique. Even games like Grimoire are piggybacked on the greatness that came before but in this game you see a glimpse of how much better games could be if they were produced by real craftspeople who were looking to exceed their predecessors. Many have promised as much but this game delivers. Any RPG of the year 2019 list that doesn't have this in the top 3 is run by SJW sellouts.
It’s not enough to remove traditional combat systems. No. Now they have to replace traditional dialogue boxes for something like twitter. The decline in cRPGs is metastasizing and it won’t stop.the game is unironically based on twitter.
'nuff said
Like he says in the video, the Shadowrun games got this right too. I think most games just felt safer sticking to the IE/Fallout formula.
I find right-justified text more annoying to read than centered text and the Shadowrun games aren't particularly enjoyable to read when the characters dump a lot of text on you (e.g. Hong Kong). That small window to the upper-left in the NWNs was also lousy.
It is good for people who enjoy twitter and have a short attention span, but it is bad for us. In the interview he mentioned he wanted the dialogue to feel like social media. Think about that for a moment. That probably explains why some lines are so cringey and stupid.Whichever way you look at it, using twitter as inspiration to design your game is a bad idea
Whichever way you look at it, using twitter as inspiration to design your game is a bad idea
What is that? A euphemism for short attention span and vices of social media? Traditional dialogue trees are perfectly usable.Whichever way you look at it, using twitter as inspiration to design your game is a bad idea
Have you ever heard of usability?
Whichever way you look at it, using twitter as inspiration to design your game is a bad idea
Have you ever heard of usability?
I'm not seeing the connection between "the dialogue window has been made narrower than usual" and "this game is inspired by Twitter".
The narrower text window is brilliant and it's ridiculous that it hasn't been done ages ago. It should be the new standard. Another thing that uses this format besides Twitter is books. Did books get it wrong?Whichever way you look at it, using twitter as inspiration to design your game is a bad idea
People with autistic-spectrum disorder (ASD) experience difficulties in comprehension of figurative language, and tend to give literal interpretation to ambiguous syntactic expressions. (Happé, 1993, 1995; Kerbel and Grunwell, 1998; Rapin and Dunn, 2003; Adachi et al., 2004; Rundblad and Annaz, 2010)
The narrower text window is brilliant and it's ridiculous that it hasn't been done ages ago. It should be the new standard. Another thing that uses this format besides Twitter is books. Did books get it wrong?
- Each of the dialogue nodes (dialogue piece) spoken by an NPC should be limited to two lines. Only in VERY RARE circumstances are more than two used.
- All character responses should be one line when they appear in the game. There should be no reason for them to be longer than this.
When he says it's inspired by Twitter, he's referring not just to the UI design but also to the writing itself - short segments, punchy, addictive to read.
You just praising this feature because it sounds innovative. As Roguey so eloquently showed, it isn't. It has been done ages ago and never worked as intended.The narrower text window is brilliant and it's ridiculous that it hasn't been done ages ago.
Does too.It has been done ages ago and never worked as intended.