fantadomat
Arcane
I am very surprised that many people didn't get that one. I thought that everyone got that ending. People are strange.talking to the NPC in the magic shop or whatever.
I am very surprised that many people didn't get that one. I thought that everyone got that ending. People are strange.talking to the NPC in the magic shop or whatever.
There's a pacing to these things and mining dialogue from the same group of NPCs in-between every mission gets frustrating.What is with all the retards on the codex that get spasm when they see words on the screen? Oh no,the horrors of RPG having actually writing in it!
Not really,you npc dialogue depending on the missions,some were pretty interesting...or are you talking about the companions too?There's a pacing to these things and mining dialogue from the same group of NPCs in-between every mission gets frustrating.What is with all the retards on the codex that get spasm when they see words on the screen? Oh no,the horrors of RPG having actually writing in it!
I'm talking about talking to every shopkeeper, companion, and checking out the computer every time you come back to the hub. It's exhausting reading all of them even if you're interested in what they're saying.Not really,you npc dialogue depending on the missions,some were pretty interesting...or are you talking about the companions too?
If you do all the missions and talk to everyone between them you will also exhaust everyone's dialogue well before the final mission. Which further proves it's a pacing issue.I'm talking about talking to every shopkeeper, companion, and checking out the computer every time you come back to the hub. It's exhausting reading all of them even if you're interested in what they're saying.Not really,you npc dialogue depending on the missions,some were pretty interesting...or are you talking about the companions too?
It also doesn't help matters any that the first few missions you can take can be played as pure walk-and-talkies.
I consider that a good thing since it means you don't have to do every mission and also if you accidentally miss one, you can make up for it. I suspect they did that on purpose.If you do all the missions and talk to everyone between them you will also exhaust everyone's dialogue well before the final mission. Which further proves it's a pacing issue.
Maybe, I think a better method would have been if the conversations were dependent upon other triggers in the game such as specific story points being hit or so. It would also help to reduce the text dumps by about a quarter.I consider that a good thing since it means you don't have to do every mission and also if you accidentally miss one, you can make up for it. I suspect they did that on purpose.If you do all the missions and talk to everyone between them you will also exhaust everyone's dialogue well before the final mission. Which further proves it's a pacing issue.
Well, try being OCD about these things, and you'll see whyHonestly don't get why people complain about the amount of text in HK, it didn't feel like there was that much IMO. And I'm speaking as someone who's usually very ADHD about these things.
Oh and the new matrix is total shit in my opinion. Even the SNES Shadowrun minesweeper-matrix was better.
Honestly don't get why people complain about the amount of text in HK, it didn't feel like there was that much IMO. And I'm speaking as someone who's usually very ADHD about these things.
Dead Man's Switch: ~78,000 words
Dragonfall Director's Cut: ~330,000 words
Shadowrun Hong Kong: ~443,000 words
Shadows of Hong Kong: ~154,000 words
Writing that serves no purpose in a RPG is a problem. You are not here to get each character to tell you how hard is life is.What is with all the retards on the codex that get spasm when they see words on the screen? Oh no,the horrors of RPG having actually writing in it!
While I mirror your sentiment, the main problem with HK was in regards to hub NPCs that were neither companions nor quest givers.What needs to be done is companion dialogue and quests being dependent on whether you take them on missions or not. It makes no sense for them to splurge all their most intimate fears and memories when they don't even know you and you neglect taking them on missions. That would cut down considerably on the dialogue and it would make more sense.
Sure,if you add up everything i would agree with you,there quite a lot of talking,but that was in dragonfall too. I didn't find it as negative or a chore. Sure you could burn out if you play it in sitting,but i did enjoy it playing it by doing a few missions every day. The game was not as good as dragonfall but still a very good game worth playing.I'm talking about talking to every shopkeeper, companion, and checking out the computer every time you come back to the hub. It's exhausting reading all of them even if you're interested in what they're saying.Not really,you npc dialogue depending on the missions,some were pretty interesting...or are you talking about the companions too?
It also doesn't help matters any that the first few missions you can take can be played as pure walk-and-talkies.
What needs to be done is companion dialogue and quests being dependent on whether you take them on missions or not. It makes no sense for them to splurge all their most intimate fears and memories when they don't even know you and you neglect taking them on missions. That would cut down considerably on the dialogue and it would make more sense.
And lets not forget that in many RPGs, especially on higher difficulties, you might not be able to take a companion with you simply because of your party's composition, even if you might prefer him thematically or in terms of writing quality.Don't agree with this at all, I like being able to talk to all companions, even ones I'm not using, in every game.
But you had to talk to the shopkeeper a lot less than in dragonfall. The only important one was the magic one and the hacking one for a few certain missions. Which was pretty obvious by the setting. I don't get how people missed the whole magic shop thing. It is fucking obvious by the whole setting that magic shit is at hand and makes sense to talk to the chick lol,after she tells you about the yama kings it makes sense to keep on talking to her. DragonFall had a lot more talking with shopkeepers,maybe people are mixing it?What needs to be done is companion dialogue and quests being dependent on whether you take them on missions or not. It makes no sense for them to splurge all their most intimate fears and memories when they don't even know you and you neglect taking them on missions. That would cut down considerably on the dialogue and it would make more sense.
Don't agree with this at all, I like being able to talk to all companions, even ones I'm not using, in every game. Additionally, this is done to some extent; a companion in HK will only have something to say about the previous mission if they were on it. And as mentioned, the companions aren't the issue here, it's the shopkeepers.
Unless you are chad bulgar and take only people that you likeAnd lets not forget that in many RPGs, especially on higher difficulties, you might not be able to take a companion with you simply because of your party's composition, even if you might prefer him thematically or in terms of writing quality.Don't agree with this at all, I like being able to talk to all companions, even ones I'm not using, in every game.
And all that could be ignored,no need to read their life story,on a replay i did just that. Also rpg writing is about telling a story,no about giving you information in spreadsheet format.Writing that serves no purpose in a RPG is a problem. You are not here to get each character to tell you how hard is life is.What is with all the retards on the codex that get spasm when they see words on the screen? Oh no,the horrors of RPG having actually writing in it!
There is literally 0 actionable piece of information you get from all the NPC except the magic vendor (and this one triggers more options, but reading the words doesn't help much).