Mustawd
Guest
*waters the plant*
RTwP sucks, lah.
*waters the plant*
Really? I greatly enjoyed Pillars of Eternity. I will have to inspect it more upon replay.
Even if this is true about PoE, many people consider it a modern classic, myself included. So even if this is true, it didn't make too much of an impact on the overall quality or experience the game offered.
If you didn't notice it in that game, it's clearly not the type of issue you're too closely attuned to. Most of the dialogue in that game is expository.
You brought up Vogel's stuff, and he's a pretty big offender as well. Characters are rarely doing things, or talking about very immediate things. They're usually describing some motivation, or faction, or long-term goal. The Geneforge series are among my favorite games of all time, despite this issue, so it's not like it can't be done decently. It's just a stilted approach to storytelling, like you're reading articles about the characters and the world around you rather than engaging in conversations.
If you didn't notice it in that game, it's clearly not the type of issue you're too closely attuned to. Most of the dialogue in that game is expository.
You brought up Vogel's stuff, and he's a pretty big offender as well. Characters are rarely doing things, or talking about very immediate things. They're usually describing some motivation, or faction, or long-term goal. The Geneforge series are among my favorite games of all time, despite this issue, so it's not like it can't be done decently. It's just a stilted approach to storytelling, like you're reading articles about the characters and the world around you rather than engaging in conversations.
Oh, I'm closely attuned to it in the sense that I actually *like* a lot of text, lore and story exposition. That's probably why I didn't find it a problem in PoE.
I don't necessarily agree that "seeing something" visually is always better than a good, solid text exposition. Jeff's games are a great example of that. Not much to see graphically, although there are little visual touches. The "meat" of the game is the text exposition, which greatly adds to the atmosphere, immersiveness and reality of the game. I really love that.
It's almost like seeing a movie vs. reading a book. One isn't necessarily better than the other, it just comes down to personal preference.
When it comes to RPGs, I don't mind the visual-heavy approach, but I always like a good text exposition that requires more use of the imagination - something that it seems many gamers today lack, since the visuals have gotten so good that imagination isn't really needed much anymore, it seems.
I'm not talking about text versus visuals, though. I'm talking about how in PoE, every time you talk to a companion they tell you their life's story, and all these cool and interesting things they did. The alternative is designing quests where you do much more of those cool and interesting things with them. You can have a character stand there and spout 5,000 words on some battle they fought in, or you can have a quest where you run into some roving deserters from your companion's old unit and the dry bits of history and exposition get tied to more immediately interesting events that the player has some role in.
I'm not talking about text versus visuals, though. I'm talking about how in PoE, every time you talk to a companion they tell you their life's story, and all these cool and interesting things they did. The alternative is designing quests where you do much more of those cool and interesting things with them. You can have a character stand there and spout 5,000 words on some battle they fought in, or you can have a quest where you run into some roving deserters from your companion's old unit and the dry bits of history and exposition get tied to more immediately interesting events that the player has some role in.
Well, I will agree to disagree that your approach is not my preferred approach nor ideal for my preferences.
The only problem I see with your example is that the quest content would not tell you as much as a good exposition would. Essentially, you're taking some quantity of the back story of the character (which can't be learned about unless told to you or experienced in some sort of "flashback" experience) out of the experience and replacing it with interactive gameplay that takes place in the now.
Doing interesting things with companions is great. I think learning about their past cool things they did, etc., via text exposition is great, too.
Why can't we have both? Again, it comes down to striking a good balance. There were interesting quests in PoE that actively involved companions, such as searching the under-the-stronghold dungeon with Kana, as well as interesting talks with companions with tons of words that I also greatly enjoyed (Durance's writing, for example).
Again, this is just my personal opinion.
Of course you use both to an extent. Compare PoE to PS:T, to see what I'm getting at. It's all text and conversation, but the player has a lot of agency in the latter game. Same goes for a great deal of the conversations in Fallout. In PoE, you're passive. You're getting the wikipedia entry take on storytelling.
Like, fine, Morrowind is nice, and some of those lore dump books are fantastic, but if we got a version where the 36 Lessons of Vivec were also communicated as some sort of bizarre interactive questline, that's the version I'd rather experience.
The guy on the left is alrightBoth need to hit the gym and inject T
but I'm arguing that's [loredumps] not necessarily a bad thing for everyone.
I found the world fascinating.
I haven't played PS:T or Fallout yet
boiI personally think it's [PoE] a modern classic.
There is no correcting someone's opinion.