Volourn said:
Meh. his dialogues are fine, and you are the only to whine about it yet. If you *really* want to see poor dialogue chekc out my NWN Mod screenshots. R00fles!
Well, I've "whined" a little about them in a few places too. I'd agree that they are "fine", and that I've certainly seen worse. However, VD isn't hoping for the public reaction to be "AoD was good in places, and generally fine - I've seen a lot worse.". No-one is suggesting that the dialogues are generally bad - just that they could be improved in places. Of course this is true of many games, but we can hope AoD could be better than most games in this regard.
The difficulty would be in improving things. They're not at all bad as it stands, so it would be easy to make things worse if changes weren't made very carefully. Also, using several different English writers to spread the work might cause problems, since you could end up with a strange collection of different styles. I guess the best solution would be to get one English writer to look over the whole lot - which would be a lot of work.
Is it really impossible though VD? So long as you stick to changing only style / wording, and leaving the structure identical, it's an isolated change (though a large one, granted). Perhaps you wouldn't get any takers, but it couldn't hurt to look for an English writer / editor / proofreader could it?
I guess it might be difficult for someone not familiar with the game to follow the threads in every dialogue, but there might be many small changes that weren't particularly context sensitive.
On the interview, I liked it in general, but I agree that a bit of PR isn't necessarily a bad thing. Your audience is not only going to be codex types (one hopes). There are many poor souls in this world who have never played Fallout, and might have wandered to an RPG site after playing one or two modern "RPG"s. These people might not immediately see the benefits of the non-groundbreaking, non-reinvented, non-redefined systems you are using.
There's a difference between:
What you're saying:
We've done X, Y and Z, using a system similar to [insert game many haven't played] which you can see in (1), (2) and (3)...
What dear ol' Pete is saying:
We've done X, which is really cool - let me tell you about it... wait I can't - it'd take like 5000 pages to detail all the wonderous possibilities. But trust me: it's cool. And wait till you see Y - you might just die from shock when you see that...
And a possibly happy medium:
We've done X, Y and Z, using a system similar to [insert game many haven't played]. This is really effective because [fact 1] leads to [benefit 1] and [fact 2] leads to[benefit 2]. You can see this in (1), (2) and (3) - notice that [fact 3], so [benefit 3].
Basically you can be enthusiastic about Fallout-esque features (and you are aren't you?) while being clear about the facts, and without maintaining that they're anything new or that you invented them.
Also, your Philosophy:
"If what you do is meaningless, if people don't react to your actions, if you need to imagine consequences or that someone cares, the game is boring, at least, in my opinion."
Is basically saying "We think darkness sucks", rather than "We're lighting a candle", or even "Darkness sucks, so we're lighting a candle." Perhaps you think it's obvious that you're in favour of candles because you're against darkness. However, I think you could put the emphasis more on the positive - after all, that's where you're different from most codexers: you are doing more than just grumbling about how bad things are.
I think you could go some distance in the positive / enthusiastic direction, without coming close to sounding like some generic PR guy. The important thing is that you keep the substance and the specific detail. Substance and detail need not be at odds with an up-beat, positive tone.
Personally I have no problem with the interview, and it has made me more interested. I'm not most people though, and nor are most codexers. If you want to encourage a wider audience [i.e. to show the un-educated gamer the light], I think you need to spend a little time pointing out why what you've done is good (or if you like, your motivation for making the choice to do X, Y and Z).