Roqua said:
I, and everyone, perfectly understood what I was supposed to get from the first paragraph. The second paragraph did nothing but add a little gloss. I’m not knocking your argument; I just don’t see it as a problem at all. Not even a little problem. I guess graphics whores needs a new partner—enter the grammar/composition whores (or dialogue whores for short). Keep sucking on your superficial dicks.
These comments are meant as a generalisation rather than being specifically directed at AoD.
Dismiss it all you like, Roqua, but many people will lose interest in a text-heavy game if it isn't engaging. Are you really arguing that people who like a text-heavy game but like decent writing are superficial? I would
understand the gameplay if the dialogues went straight to the idiot labels...
[intimidate]
[persuade]
[combat]
...but it isn't necessarily going to hold my interest for that long.
Good writing in any RPG has a greater chance of engaging the player and lifting the game from "crap" to "playable" or "good" to "great". And don't tell me the gameplay is the only thing that counts because I don't know how well that will pan out until I play it - but I
do know that reading dialogues is a substantial part of the gameplay and making them better will only improve the game.
Commas, ellipses, semi-colons and so on indicate different types of pauses and intonation - they can completely change the "voice" of the speaker. That matters.
At the end of the day, nearly every RPG quest boils down "to find some person or item and interact with it". The story and characters give context and meaning to the dialogue interaction - otherwise I'm left with clicking on a list. That makes it pretty important.