I've recently come to realise one thing. I really fucking hate the walls of texts that have re-emerged in the latest slew of low-budget/kickstarter RPGs that can't afford or don't want to have voice acting. Say what you want about all the popamole AAA voiced stuff, but at least everything you hear or read in those is to the point and ends fast enough to not offend you that much. Meanwhile, when it comes to the non-AAA gaemz, it seems to me like the people making them somehow all come to the conclusion that having each dialogue node span over 1k words is somehow a feature of good writing, without taking into consideration that it's the quality of said writing that counts. A dialogue that sucks does not suck less if it becomes five times longer. It only sucks five times as much.
And really, just about every single recent non-AAA ahpeegee is guilty of this in my mind, and the texts in these games almost universally suck, ESPECIALLY when it comes to inconsequential NPCs because those are the most often used for stupid "lore" dumps that bore you to death with unnecessary exposition, talking about shit you'll never see yourself and just don't care about in the slightest.
It sucked in Wasteland 2. It sucked in PoE. It sucked in D:OS. It sucked in SR:HK. It now also sucks in AoD. And it also sucked in some other terrible games that I couldn't stomach playing for too long like Lords of Xulima (now THAT one was particularly insulting when it came to writung).
For each of those games, the formula is just about the same for me: at first, I try to go through every dialogue from start to finish, but as the game goes on, I start subconsciously skipping parts of it until I finally catch myself doing that. And then I just proceed with everything else having read the first and last sentence of a tl;dr dump, pressing 1 blindly without even looking at what the dialogue option says and not missing anything of value or importance. Just about everything important is contained there in those two sentences and everything else is unnecessary, long-winded, boring filler.
Now, before some smartass faggot tries to come here thinking himself clever, no, redding is not teh hard. Redding shit of really bad quality is teh hard because it makes me wonder why the fuck those word counts are so fucking huge when they could be all cut in half without anything of value being lost. I don't care about your "Rich Lore" (tm)(c)(r) when I've read about your Rich Lore approximately a hundred times before because it's so fucking derivative, or, even better, a hundred other NPCs have already told me everything I need to know about your Rich Lore and you're just regurgitating the same shit over and over with only minor, inconsequential changes. Your game does not have to, and, indeed, should not have to compete with War and Peace when it comes to word count because you are not fucking Tolstoy. You are a nerd writing about people smacking each other with swords in a fantasyland of varying genericness, so please keep to the point and realise that you are not creating literature.
I honestly don't have any idea why this has become so popular again all of a sudden. Probably a result of some bizarre cargo cult of PS:T. When I think about it further, a game like Legend of Grimrock 2, which contains its texts to a bunch of talking stone heads, cryptic letters and scribblings on walls, manages to create a much more compelling narrative, mystery and atmosphere than all the above games put together. Because it's elegant in its brevity and leaves stuff to your imagination, letting you pick up the pieces and connect the dots yourself, instead of dumping GENERIC_TRAVELLER_FROM_ANTIQUE_LAND giving you a lecture about his home village's camelfucking habits.
TL;DR, rpg writers are fucking talentless hacks and the last few years have only served to remind me of this. I honestly wish we could go back to brevity again.
And really, just about every single recent non-AAA ahpeegee is guilty of this in my mind, and the texts in these games almost universally suck, ESPECIALLY when it comes to inconsequential NPCs because those are the most often used for stupid "lore" dumps that bore you to death with unnecessary exposition, talking about shit you'll never see yourself and just don't care about in the slightest.
It sucked in Wasteland 2. It sucked in PoE. It sucked in D:OS. It sucked in SR:HK. It now also sucks in AoD. And it also sucked in some other terrible games that I couldn't stomach playing for too long like Lords of Xulima (now THAT one was particularly insulting when it came to writung).
For each of those games, the formula is just about the same for me: at first, I try to go through every dialogue from start to finish, but as the game goes on, I start subconsciously skipping parts of it until I finally catch myself doing that. And then I just proceed with everything else having read the first and last sentence of a tl;dr dump, pressing 1 blindly without even looking at what the dialogue option says and not missing anything of value or importance. Just about everything important is contained there in those two sentences and everything else is unnecessary, long-winded, boring filler.
Now, before some smartass faggot tries to come here thinking himself clever, no, redding is not teh hard. Redding shit of really bad quality is teh hard because it makes me wonder why the fuck those word counts are so fucking huge when they could be all cut in half without anything of value being lost. I don't care about your "Rich Lore" (tm)(c)(r) when I've read about your Rich Lore approximately a hundred times before because it's so fucking derivative, or, even better, a hundred other NPCs have already told me everything I need to know about your Rich Lore and you're just regurgitating the same shit over and over with only minor, inconsequential changes. Your game does not have to, and, indeed, should not have to compete with War and Peace when it comes to word count because you are not fucking Tolstoy. You are a nerd writing about people smacking each other with swords in a fantasyland of varying genericness, so please keep to the point and realise that you are not creating literature.
I honestly don't have any idea why this has become so popular again all of a sudden. Probably a result of some bizarre cargo cult of PS:T. When I think about it further, a game like Legend of Grimrock 2, which contains its texts to a bunch of talking stone heads, cryptic letters and scribblings on walls, manages to create a much more compelling narrative, mystery and atmosphere than all the above games put together. Because it's elegant in its brevity and leaves stuff to your imagination, letting you pick up the pieces and connect the dots yourself, instead of dumping GENERIC_TRAVELLER_FROM_ANTIQUE_LAND giving you a lecture about his home village's camelfucking habits.
TL;DR, rpg writers are fucking talentless hacks and the last few years have only served to remind me of this. I honestly wish we could go back to brevity again.