You're not a storyfag, you're a bad writer enabler.Call me a storyfag, but I like all the dialog. I also prefer unvoiced, because you can have more dynamic responses. I can see why someone who mainly plays RPGs for loot and builds would hate it, but I am not that person. The "lore dumps" are interesting to me, and build the world through imagination, which I love.
The British used Baker rifles during the Napoleonic wars, although most of the troops were still equipped with muskets back then.Can't say I'm an expert on the topic, but the British already had encounters with rifles ~30 years prior.
And that is why Shadowrun Hong Kong is superior to Dragonfall: because the loredumps are actually relevant to getting the good ending. Also, some of the characters have backstories that aren't sob stories.You're not a storyfag, you're a bad writer enabler.
Lore dumps are the worst as a storyfag. Compelled to read rather than skip, yet finding nothing but pointless words not tied to the gameplay and unfolding events. Lore dumps are basically the writer having some interesting background about a character and stopping there, telling you about it by dumping his coolstorybro.txt rather than making it playable, making it into something to discover and interact with as part of the gameplay.
Only some of them: because the loredumps are
Can't say I'm an expert on the topic, but the British already had encounters with rifles ~30 years prior.Napoleonic Wars
rifles
No
Disagree, but I'm probably biased. IMO that's like saying there's no snipers on a battlefield because only 1% of the soldiers have a sniper rifle.Can't say I'm an expert on the topic, but the British already had encounters with rifles ~30 years prior.Napoleonic Wars
rifles
No
Yes, rifles were used by light infantry troops, but that's like 1% of an army. The majority of soldiers fought with smoothbore muskets, and some armies even had their light infantry use a mix of smoothbores and rifles (like half of them get smoothbores, half get rifles).
Rifles aren't what you'd usually associate with the Napoleonic Wars. It's kinda like saying "Romans fought with bows and arrows" because they had a couple of auxiliary archer units, but 90% of soldiers never touched a bow.
You're not a storyfag, you're a bad writer enabler.
Lore dumps are the worst as a storyfag. Compelled to read rather than skip, yet finding nothing but pointless words not tied to the gameplay and unfolding events. Lore dumps are basically the writer having some interesting background about a character and stopping there, telling you about it by dumping his coolstorybro.txt rather than making it playable, making it into something to discover and interact with as part of the gameplay.
But why do that when the game could make you explore that worldbuilding and interact with it? If it's interesting as a wall of text it'll be more interesting to play. Show, don't tell. Same principle here.If you're going to throw 5 paragraphs of world-building at me that is interesting then I will enjoy it.
But why do that when the game could make you explore that worldbuilding and interact with it? If it's interesting as a wall of text it'll be more interesting to play. Show, don't tell. Same principle here.
Sure, some things require text because they're hard to do in gameplay, but at the very least they should relate to what you're doing playing the game.ometimes the interesting stuff are things like the pantheon of gods and how they came to be, or the political history of the free state of Berlin, or whatever else. That stuff is very hard to do with environmental storytelling or brief dialogs and notes. If the more expansive lore stories are executed well, as it is in many RPGs, then it's an enjoyable experience.
Sure, some things require text because they're hard to do in gameplay, but at the very least they should relate to what you're doing playing the game.
Don't fucking talk to me about gods if it's irrelevant to events unfolding and to upcoming choices.
Obviously I agree that good writing is better than bad, but in general good worldbuilding should emerge through play and direct experience, not dialogue (or "lore books"). Long-winded dialogue is a straight up bad mechanic compared to finding ways for the player to participate directly in the story.If a lore dump is poorly written, then it's just poorly written. That doesn't mean all lore dumps are. The thread is saying it's a bad mechanic, and I disagree. If you're going to throw 5 paragraphs of world-building at me that is interesting then I will enjoy it. If you throw 5 paragraphs of lore at me that suck, then I'll enjoy it much less. It's about execution, not the mechanic itself. Also 90% of the time it's optional and there's a "just tell me where to go" option. You guys are just too autistic to click it.
It's about execution
I wonder if anyone has graphed the correlation between the rise of word count as a marketing feature, the decline in writing quality, and the non-male gender ratio of the writing team.
For some inexplicable reason, I have a hard time picturing soy males editing and critiquing the work of all genders with the same level of gusto.
PS: I think Amy Hennig's work on Legacy of Kain is some of the best the industry has to offer. I am casting aspersions at team dynamics, not women.
And Howard, and Vance, and the Eddas and what not.People need to read more Clark Ashton Smith.
People need to read more Clark Ashton Smith.
Exactly.
That's why you shouldn't loredump in dialogue. The best way to do loredumps is with in-game books.
Stuff about gods can also be in in-game books, stories of mythology etc. But it can also be reflected in rituals, common phrases ("May Ladakia dry up your seed!" when Ladakia is the fertility goddess, "By Hortos' Spear!" when Hortos is the god of war, etc), calendars, day names, etc. Religion should be reflected in the everyday life of a society rather than merely being a list of gods and myths that have no relevance on what's actually happening in the game.
History can also speak through existing relations, at least the history of the last 200 years or so (further back usually has no significant impact on current year anymore, with some major notable events as exceptions - like Romans still remembering the day Rome got sacked by Gauls centuries later; your major empire could have a remembrance rite for a bad thing that happened 500 years ago, for example). NPCs giving 5 paragraph loredumps on the war between their country and a neighbor isn't necessary when you display the aftermath of that war by having people of those two different cultures distrust each other, show them displaying prejudices, have large contingents of guards patrol the border, etc etc. Show that there is tension between the two nations. Have some ruined villages lining the border - they got razed in the war. Etc.
People need to read more Clark Ashton Smith.
Any suggestion of where to begin?
History can also speak through existing relations, at least the history of the last 200 years or so (further back usually has no significant impact on current year anymore, with some major notable events as exceptions - like Romans still remembering the day Rome got sacked by Gauls centuries later; your major empire could have a remembrance rite for a bad thing that happened 500 years ago, for example). NPCs giving 5 paragraph loredumps on the war between their country and a neighbor isn't necessary when you display the aftermath of that war by having people of those two different cultures distrust each other, show them displaying prejudices, have large contingents of guards patrol the border, etc etc. Show that there is tension between the two nations. Have some ruined villages lining the border - they got razed in the war. Etc.