IncendiaryDevice
Self-Ejected
- Joined
- Nov 3, 2014
- Messages
- 7,407
I think Roxor is talking not about how word heavy game is, but how you play with text/dialogue. Game can have lots of text but if it is structured correctly player would not be overwhelmed or bored.
Indeed. Jeff Vogel also joined in the Pillars of Eternity words debate as well if anyone remembers & Vogle's games are also a good example of what's being discussed here. Vogels' games are extremely word-heavy:
My wordiest and most popular game, Avernum 3, which I am now remastering, had about 200,000 words. At its release, people talked about how very, very, many words it had. Yet, by current standards, it is very terse.
In comparison, one of the best-written RPGs in recent times, The Witcher 3, had about 450,000 words.
And yet no-one brings up Vogel's games as either storyfaggotry games or pretentious tosh. And you will read a lot of text if you play a Vogel game, either from dialogues (mostly) or descriptions, but you rarely ever feel overwhelmed by any single NPC or lore description. Of course, he doesn't have much in the way of choices in dialogues and only limited C&C, but that's a different topic to the basic conversation of number of words versus what those words are doing in the game and how they are affecting the game.