Mefi said:Word of mouth is far more powerful than VD's interviews in raising awareness of the game to those who might be interested but aren't aficinados of the genre. People don't just try games because they are shareware - there's a word of mouth process that goes on. Proof? When was the last time you bought a shareware title you had never heard of before playing it? You needed to be aware of it in order to try it, so you had some idea of what you were getting.
Pimp this game. Raise awareness of it. If you're convinced it's going to be good, spread the word. Create a buzz around it away from the codex which will contrast ever so nicely with VD's honest and frank style. That's what I'd be doing if I was heading a marketing campaign for AoD. Lots of little posts referencing it in every forum I can think of where people might be interested.
Meh, I'm rambling. I'll probably be less lucid but more to the point when the hangover kicks in.
sheek said:Problem with that is word of mouth only works after the game is released. People have to have something on which to base their recommendation on. At this stage what AoD needs is 'momentum' to get noticed in the first place and the only way to get that is a certain amount of self-promotion or 'hype'.
And it's awful. There is a - short - Combat Skills column and a - long - General Skills column inexplicably containing three combat skills.Vault Dweller said:Nope. Left column - sub skills with synergies, right column - the rest of the skills.
Don't you mean Anglish?HotSnack said:No, they'd be speaking Aengelish - it just ain't fantasy if you don't spell things in a funny way.
Kitsune said:The game's presentation of its writing could be a lot better. From what I see, even beyond this quote are examples of a limited vocabulary straining and someone who is excited about their ideas but sounds like they are communicating them in a staff meeting for what the world should be like, rather than inserting them naturally into the text. The example replies given don't do a good job of conveying the viewpoints of a person on top of giving accurate information of what your choice would entail. They sound liked thinly disguised Moral Choice A, B or C. People don't sound they like talk with different speech patterns and styles, in fact, the examples of dialogue given sound very similar to the writing style of the descriptions of the site, either that or they chose some poor choices to represent the variety there might be.
sounds all good & promising, too bad it looks like crap. i hope they clean up the mess a bit.
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but that doesnt mean you can pass off a game looking like some amateur mod without any graphic talent.
the ui layout aint bad, it's just fugly. some polishing could do wonders. same goes with the 3d graphics. as said, they look like an amateur mod at best, using some cheapass prebuild gamecreator program.
Hmmm, now let's check Desslock's KOTOR review:Sure, there are some deeper RPG elements in a handful of classic RPGs like Fallout, but it's an awesome RPG when compared to most classic RPG series (Ultima, Wizardry, Might and Magic, etc.), let alone the wave of recent consoley adventure stuff like Fable and KOTOR, etc.
Knights of the Old Republic is tremendously reverential to the franchise’s lore. Its plot is arguably more satisfying than the ham-fisted narratives of the recent Star Wars films, and it certainly does a better job at conveying moral complexities. While its environments are artificially limited relative to what some other RPGs have done, the game still presents numerous opportunities to roleplay different personalities and re-create many definitive hooks from the movies. It’s an impressive RPG and a great Star Wars experience.
BOTTOM LINE: BioWare won’t need Force Persuade to make gamers love this exceptional RPG.
I don't agree there. So long as the dialogue isn't bad enough to break immersion, I think an NPC will be memorable based on what (s)he says (or does), not how (s)he says it. If it is immersion breaking, then that's another story, of course....which in turn means that it's also not likely to issue from the lips of interesting, memorable NPCs.
It's difficult to judge on the colloquiality without seeing a lot more of the dialogue. So long as anything colloquial is consistent and coherent, then there's nothing wrong with it (taste aside). Planescape was full of conversational writing and slang - it took a little getting used to, but it wasn't a problem.Not just some awkward phrasing in a couple places, but also sometimes it just struck me as too colloquial.
WBC said:I assumed with Styx that you were including the Greco-Roman mythology.
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].
I can't think of a game that deserves to be purchased "solely for the linguistic virtuosity". If you can, give me some examples.Azarkon said:But it's certainly not stellar enough to warrant a purchase solely for the linguistic virtuosity...
As Galsiah pointed, NPCs are memorable because of what they say and what they do, not how they say it.... which in turn means that it's also not likely to issue from the lips of interesting, memorable NPCs.
That's truly disturbing. I didn't think it was that bad.Llyranor said:I'm not remotely horrified by the dialogue, but it IS *somewhat* of a concern. The roleplaying potential might or might not make up for it...
That was done on purpose. I wanted the dialogues to reflect real conversations in informal styles. It's much easier to create a "real" character that way, at least for me.Slylandro said:...but also sometimes it just struck me as too colloquial
Roqua said:I say you get G.R.R. Martin to do the dialogue over.
I believe we have that to some degree, but I'll go over the dialogues and try to "develop" characters a bit more.Spacemoose said:Writing some characters "in character" with particular dialect quirks and (visibly) obvious vices/virtues/issues would add variety and increase the believability of the world even further.
Thanks.I'm just trying to give constructive criticizm to make AoD even better.
Planescape Torment?I can't think of a game that deserves to be purchased "solely for the linguistic virtuosity". If you can, give me some examples.