FrancoTAU
Cipher
Seriously, who cares what savage countries these posters are from? They're not from the US or Western Europe, so just feel pity for them and move on.
Am I supposed to be moved by a game though? PST did move me, but that's an exceptional, one of a kind game. 9 out of 10 games on my top 10 list didn't move me, but were great and extremely enjoyable. That's what I'm aiming at.Azarkon said:You could enjoy a game tremendously without respecting the writing, but were you moved by Spare Rangers?
Does it have to be? Remember Betrayal in Antara, the not so successful sequel to Betrayal at Krondor? The game was loaded with stories. There were tons of NPCs and each had a very well written story (quest) to tell. The writing was pretty good, and the game felt more like an interactive book, but the game was so-so. Tear of Gods (or something like that), another Feist game, didn't benefit from good writing either.Diablo is a very fun game - does that make it one with memorable NPCs and stories?
Clearly - it's "reaction" as in reactions / reflexes, rather than response.Azarkon said:It's his *reaction* that made the moment memorable, which is why the presentation of that reaction is important. I don't know much about Xcom...
I think you're still talking about the role of dialogue, not the role specifically of writing/style. It's difficult to draw a line between function and style in writing, but I'd say the functionality is the more important aspect - even in terms of emotional response....but they're dwarfed by writing in a CRPG because most of your interactions with characters in a CRPG come through either dialogue or combat. That is why writing is so important, imo, in a CRPG.
bryce777 said:Can you not respect the man's privacy? I do not tell people my place of origin and there is good reason for it in my case because I have had many issues with people harassing me over petty squabbles that should be dead for centuries. I can only assume VD has similar reasons he would rather be judged by the content of what he says instead of an identity assigned by idiots who have never met him. He is obviously a bright guy and hopefully will make a game we all enjoy; beyond that there is no reason to care about his past.
Amen.
Still, you have a point there, and I'll consider it.
In X-com there is nothing about characters that pushes/guides the player towards certain emotional responses - "characters" never say anything, and are little more than a name, some numbers, and a hair colour. However, the player is allowed to develop emotional connections / responses as he plays - and most players will. Even though the soldiers don't say anything, they can have strengths in certain stats, a role in a team, and a past involving various previous missions / brushes with death / death of team members...
Are there many examples of games with non-voiced, non-companion NPCs that were memorable / effective by virtue of their writing? Did it make a significant difference to the game overall? I can't think of many off hand. (I'd be interested in examples - this is an inquiry, rather than a point.)
I dunno, I like the first example more :DAzarkon said:Let's say that you wanted to convey a sagely character warning the player against a violent approach. You can certainly write:
"They're HUGE fire giants! I really wouldn't attack them, if I were you."
But that just comes off as childish, so the character presentation completely fails and what you end up with is a character that the player will not *believe* or, worse, misinterpret ("maybe the 'sage' has been feebleminded; hmm, maybe I should poke around a bit to see if that's the case..."). Compare that to:
"The Kremian fire giants have a tendency towards belligerence, particularly towards outsiders. I would advise great caution in approaching them, adventurer."
Clearly, the personality of the character is conveyed by the second exchange, whereas it is not (or rather, falsely conveyed) by the first. Hence my point about competent writing being a prerequisite to good characterization in CRPGs: being adept at screenwriting techniques is pretty much necessary if you want to control exactly how players perceive your characters and, ultimately, the story they enact.
Vault Dweller said:Again, what games? Out where? FO, BG, PST. 5 games. If my game is #6, I can live with that....it's awfully weak compared to other games out there.
@ Azarkon: I also prefer the first version. Fancy words are always worse than cheap words, even if I personally like to doll my language up totally inappropriately.
Azarkon said:*cough* Hire WouldBeCreator *cough*
:wink:
The pompous, pretentious tone was meant to convey a character whose sensibilities are precisely that Smile. That's the beauty of dialogue - it can easily hint at the personality of a particular character.
Fair enough. I hadn't thought it was deliberate. I've definitely came across lots of folk who think that "good writing" means fancy words and run-on sentences, so I worried you were falling prey to that vice.
I bet you don't play JRPGsWouldBeCreator said:In terms of sheer "technical" usage, it's worse than every game I've played in the past five years, which means probably 200 games or so. (FWIW, I haven't played foreign, poorly localized games like Space Rangers 2; I imagine your English edges theirs out.) In terms of artistry, I'd put it in the bottom 25%. That said, I haven't played many RPGs lately, so if you're restricting it to RPGs, and then to the narrow Codex notion of RPGs, and then (apparently) to top-down RPGs, you've probably cut the pool down to just the games you've listed plus a few more. The only modern (which for me means Dark Sun: Shattered Lands forward) RPGs I can think of with dialogue that rubbed me worse from a writing standpoint would be FO2 for breaking the mood so often and Ultima VII for feeling like a lame RenFaire. I suppose you beat out Avernum, too, although I'd say that's about the level I'd put you at.
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Unfortunately, the notion is shared by more than naive writers. My experience on most message boards has been that people tend to take your point seriously only if you play the proverbial diction obfuscation card. That, or if you insult their intelligence. The latter always works.
A simple, colloquial style will quickly earn your initiation into the "mundane masses," while significant grammatical errors will get your arguments dismissed on the basis of stupidity.
I don't know - I felt really sorry for the mime artist in PS:T .Azarkon said:As a consequence, the kind of characters you can develop without dialogue is incredibly narrow.
But do you? I think some film makers would say no. Just a thought....if you want to control exactly how players perceive your characters and, ultimately, the story they enact.
Haven't played them yet - it's on my to-do list.Having said that, look to games like the Ultima series if you want to see old non-companion characters that were memorable, but did not have the benefits of voice acting.
It's dangerous to assume that though. I think I'd have reacted similarly to Deinonarra without the voice (and the music actually - I liked that music), but how can I be sure?Even PS:T's non companion NPCs, such as Trias, Deinonarra, Ravel, etc. can serve as salient examples because their appeal really do not come from the voice acting but from their part in the story and the way in which that story is told.
The difference goes beyond the writing style though. PS:T characters had a fairly wide range of possible reactions based on player action. Morrowind characters had a reaction slider and the occasional quest trigger. The player also rarely got to choose to say anything - he just picked topics.On the other hand, we have games like Morrowind and Oblivion, which possess superior graphics and Patrick Stewart voice acting, yet have few, if any, memorable characters. I think the difference is pretty damn significant and speaks for itself.
You've ruined VD's master plot twist:Azarkon said:But yeah, the first line is perfectly acceptable... From an ADD halfling rogue with an itch in his breeches.
How can you say that?But I fear that you may be sampling in a *very* biased audience
AOD is gonna be aweosme. If you don't like the writing (or anything) shut the fuck up and die, mother fuckers.
I don't know - I felt really sorry for the mime artist in PS:T Wink.
But do you? I think some film makers would say no. Just a thought.
It's dangerous to assume that though. I think I'd have reacted similarly to Deinonarra without the voice (and the music actually - I liked that music), but how can I be sure?
Of course I realize that it's "unfair" to rule out these characters, since the voiced characters are exactly those who probably would have been most memorable without voicing.
The difference goes beyond the writing style though. PS:T characters had a fairly wide range of possible reactions based on player action. Morrowind characters had a reaction slider and the occasional quest trigger. The player also rarely got to choose to say anything - he just picked topics.
That's a huge functional dialogue difference. I agree that PS:T writing is superior to Morrowind writing. However, you'd need large functional changes to Morrowind dialogue before you could effectively PS:Tize it.
Will you merge with your breeches, or defeat them in an epic final battle?
As for the importance of all this for AoD, I still think it can work as a good game with merely function dialogue which doesn't either get in the way, or inspire. Better writing might give it more chance to be a great game, but won't make it good if it isn't already.
AOD is gonna be aweosme. If you don't like the writing (or anything) shut the fuck up and die, mother fuckers.
Oh, that's easy. He never is.It's always hard to tell when Volourn is being serious
As you can see most people disliked the artificial (i.e. nobody talks like that, not even a "pompous, pretentious" character) second response and preferred the simplicity of the first one, despite the childish style. Well, my dialogues, imo, are somewhere in between and I do believe they reflect realistic conversations, which may also explains the criticism of would be litterateurs.Azarkon said:Let's say that you wanted to convey a sagely character warning the player against a violent approach. You can certainly write:
"They're HUGE fire giants! I really wouldn't attack them, if I were you."
But that just comes off as childish, so the character presentation completely fails and what you end up with is a character that the player will not *believe* or, worse, misinterpret ("maybe the 'sage' has been feebleminded; hmm, maybe I should poke around a bit to see if that's the case..."). Compare that to:
"The Kremian fire giants have a tendency towards belligerence, particularly towards outsiders. I would advise great caution in approaching them, adventurer."
Now THAT, Azarkon, is how pompous and pretentious people express themselves. Take some notes.WouldBeCreator said:In terms of sheer "technical" usage, it's worse than every game I've played in the past five years, which means probably 200 games or so. (FWIW, I haven't played foreign, poorly localized games like Space Rangers 2; I imagine your English edges theirs out.)
Oblivion and Rise of Legends, for example.In terms of artistry, I'd put it in the bottom 25%. That said, I haven't played many RPGs lately, so if you're restricting it to RPGs, and then to the narrow Codex notion of RPGs, and then (apparently) to top-down RPGs, you've probably cut the pool down to just the games you've listed plus a few more.
The underlined part may explain your sentiments toward me and this thread. I don't think that someone treats me or the game "messianically". There was a lot of criticism, constructive or otherwise, from the first day, and that criticism helped me to improve many aspects of the game. Your criticism, to be honest, feels like something a bit personal, like criticism for the sake of criticism, if you get my drift. I could be wrong, but that's the impression I'm getting.But I fear that you may be sampling in a *very* biased audience (i.e., boards where you and your game are treated vaguely messianically) and then treating your friends' rubberstamps as indicative of general public reaction.
To be fair, I think WBC is always this "pompous and pretentious" - particularly about writing. Perhaps you think it's annoying, but I don't think there's anything personal in it.Vault Dweller said:Your criticism, to be honest, feels like something a bit personal, like criticism for the sake of criticism, if you get my drift. I could be wrong, but that's the impression I'm getting.
galsiah said:To be fair, I think WBC is always this "pompous and pretentious" - particularly about writing. Perhaps you think it's annoying, but I don't think there's anything personal in it.Vault Dweller said:Your criticism, to be honest, feels like something a bit personal, like criticism for the sake of criticism, if you get my drift. I could be wrong, but that's the impression I'm getting.
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