I swear, anyone other making this thread than Roxor would have been blown out of the water.
The difference is that I would say that writing walls of texts sucks and PS:T is shit while Roxor wants to discuss it.
I swear, anyone other making this thread than Roxor would have been blown out of the water.
Yes, longwinded text dumps can be exhausting sometimes but it is less a matter of the quantity or lenght of texts but a matter of pacing. Keep in mind that the player usually has some agency over how much he wants to expose himself to the writing, not only by chosing the conversation topics themselves but also where and when to get into a conversation with an NPC in the first place (eg. deciding not to click on backer NPCs in PoE, hrhr). I presume because of said OCD playstyle a lot of players will force themselves to talk to every single NPC in a town right away, every time. Then they will get tired of 'all that reading' instead of just walking away, doing something else first, coming back later, reading some more when they feel like it? (omg, now I HAVE to talk to those HK vendors again. Well, if you're not interested.. then don't?)
My guess is imershun and padding game length cheaply.if it's obvious why does it keep happening.
The difference is that I would say that writing walls of texts sucks
Agreed, but there are exceptions.
If i had to guess, its because they write to fill a quota.if it's obvious why does it keep happening.
if it's obvious why does it keep happening.
Just the other day, I saw a post where someone complained that he explored a long conversation tree completely but didn't get any reward at the end, rendering that conversation 'irrelevant' for him. Shit like that just blows my mind.
Yes, longwinded text dumps can be exhausting sometimes but it is less a matter of the quantity or lenght of texts but a matter of pacing. Keep in mind that the player usually has some agency over how much he wants to expose himself to the writing, not only by chosing the conversation topics themselves but also where and when to get into a conversation with an NPC in the first place (eg. deciding not to click on backer NPCs in PoE, hrhr). I presume because of said OCD playstyle a lot of players will force themselves to talk to every single NPC in a town right away, every time. Then they will get tired of 'all that reading' instead of just walking away, doing something else first, coming back later, reading some more when they feel like it? (omg, now I HAVE to talk to those HK vendors again. Well, if you're not interested.. then don't?)
Yesterday, I read an article in which it said that the Obsidian guys, not having made a game like PoE for many years, needed to re-learn how to write them. Maybe the players will have to re-learn how to read them.
This is especially true when it comes to that pile of dung PoE and Wasteland 2, where every Npc regurgitated the same shit again and again but with different words and i wonder, why the fuck would you even bother writing the same shit again and again?
What's the point of telling the player the same information of a city,god but with different words? I would understand if the npc had personalities and different views about the world but no,it was just pure static information coming out of an encyclopedia.
And let's not forget the constant name dropping of every meaningless shit that you will never encounter or at least care a little bit,just endless words of pompous words describing cities,gods etc.
Fucking hacks indeed and fuck the idiots who supports this kind of writing.
I don't think it's entirely fair to put the onus of managing the "pacing" of an RPG on the player. (...) which obviously makes PS:T an awkwardly paced game.
Exposition is shit, don't fucking do elaborate exposition, show don't tell, etc. First thing you learn when you start doing creative writing of any kind. Not because someone tells you to but because you fucking notice how shitty elaborate, overly long exposition is while you write it. When you get bored writing it, just imagine how the people reading it will feel. Ugh.
Yeah, that's pretty horrible. I'm a hack writer myself and I'd never do something like that. Exposition is shit, don't fucking do elaborate exposition, show don't tell, etc. First thing you learn when you start doing creative writing of any kind. Not because someone tells you to but because you fucking notice how shitty elaborate, overly long exposition is while you write it. When you get bored writing it, just imagine how the people reading it will feel. Ugh.
Game devs should hire more B-level pulp writers who know how to write trashy adventure stories that are short and to the point (because if you want to sell short stories to magazines and shit, you have to keep a word limit, usually between 5k and 10k words max).
Brevity isn't a mark of good writing. Neither is long-windedness. The mark of good writing is not having info-dumps at all.
This is the old As-you-already-know problem. If your character already knows it, then what's the point of someone telling it to you? A bad writer dumps all relevant info on you without care. A good writer implies most of the info, having characters only tell what info they would actually know limited by what they would actually tell to someone. And a superior writer interweaves any lore section with some interesting goings-on, rather than just straight lore.
*
Special Note: There was a time when if a character opened his sock drawer, readers would want to have a detailed inventory of every sock. That was considered interesting. Those kinds of things are fads. As is the past few decades' trend of brevity and utter lack of description - a fad now currently on the wane. Both will come again, in time, as the times and fads change.
Oh cry me a river you talentless hack.I'll take the c-d-b level pulp writers at any hour of the day over any confident fuckwad that think writing is a trifling matter.
At least i know the b level faggot can provide some sort of excitement at one point of the game,while PoE writing provided me with hours of boredom that could only be compared to reading the shampoo bottle while i'm on the john.
My bad,got a little confused reading multiple posts here so i kinda misunderstood your post.
Read my post again. What I said was "I'd rather have B-level pulp writers writing for games than the long-winded exposition-dumpers that write for games now", which is the exact thing you're saying.
So we actually agree.
i feel bad for any game designer reading this dumbass thread and trying to figure out what he could possibly write that the codex wouldn't hate
A stubby warrior stands proudly by a gleaming treasure of weapons, armor and general goods.
"Exquisite, yes? Prices good. You browse?"
The reason it works in PST is because in that game, text is the action.
My bad,got a little confused readingmultiple posts here so i kinda misunderstood your post.because I'm an utter dumbfuck