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Hi! While designing my game I encountered a couple of questions regarding dialogues and portraits that I thought could be generally discussed. I'd like to hear if anyone has a preference towards any of them and, if they are inclined to do so, say why they prefer one over the other, since I'm kind of torn between them.
Dialogues and choices:
When the player gets the chance to choose some dialogue options, do you prefer to have the text displayed, or only a pointer/action? (like in Mass Effect)
For example, you knock on a door and someone ask "Who's there?":
1. -[Say your name]
-[Remain silent]
-[Tell a knock knock joke]
2. -"My name is Inigo Montoya"
-"..."
-"Lettuce"
I feel like the first one gives a bit more of a "surprise" factor when the player reads the text that comes out of their [action], but as a downside it makes the character a bit more impersonal.
The second one could be a bit more interesting if you don't include the whole text line, but then the character would have to say the line and the player would have to read it twice. If the text line was complete on the choice box you could omit the character saying it, but there isn't really much of a surprise on the dialogue. The benefit of this option is that the character has more of an inner voice.
Portraits and perspectives:
For a game that is story-driven or with many cutscenes, what style do you prefer?
1. Main character has a bust and it's on the left of the screen for cutscenes, the other character/s on the right side, usually both drawn in three-quarter view. More dynamic conversations but you are constricted to the number of facial bust expressions you have.
2. Main character is invisible in a "first person view" and the other characters are drawn in busts facing you in a front view perspective. You can't see the main character but you can interpret their feelings thorugh text and maybe some effects like small screen shaking or sound effects. It's harder to make 2 non-MC interact with each other with a front view bust.
3. Same as 2nd option but the MC has a small portrait on the left or the right like in the default rpg maker engine (not necessarily that style). It helps to visualize the main character but you still have the handicap of the limited number of expressions of the character + the interaction of the secondary characters interactions.
It doesn't necessarily has to be one of the 3 options (for example making cutscenes Tales of series style with square protraits instead of full drawn busts), but those are the mains one I could come up with.
Dialogues and choices:
When the player gets the chance to choose some dialogue options, do you prefer to have the text displayed, or only a pointer/action? (like in Mass Effect)
For example, you knock on a door and someone ask "Who's there?":
1. -[Say your name]
-[Remain silent]
-[Tell a knock knock joke]
2. -"My name is Inigo Montoya"
-"..."
-"Lettuce"
I feel like the first one gives a bit more of a "surprise" factor when the player reads the text that comes out of their [action], but as a downside it makes the character a bit more impersonal.
The second one could be a bit more interesting if you don't include the whole text line, but then the character would have to say the line and the player would have to read it twice. If the text line was complete on the choice box you could omit the character saying it, but there isn't really much of a surprise on the dialogue. The benefit of this option is that the character has more of an inner voice.
Portraits and perspectives:
For a game that is story-driven or with many cutscenes, what style do you prefer?
1. Main character has a bust and it's on the left of the screen for cutscenes, the other character/s on the right side, usually both drawn in three-quarter view. More dynamic conversations but you are constricted to the number of facial bust expressions you have.
2. Main character is invisible in a "first person view" and the other characters are drawn in busts facing you in a front view perspective. You can't see the main character but you can interpret their feelings thorugh text and maybe some effects like small screen shaking or sound effects. It's harder to make 2 non-MC interact with each other with a front view bust.
3. Same as 2nd option but the MC has a small portrait on the left or the right like in the default rpg maker engine (not necessarily that style). It helps to visualize the main character but you still have the handicap of the limited number of expressions of the character + the interaction of the secondary characters interactions.
It doesn't necessarily has to be one of the 3 options (for example making cutscenes Tales of series style with square protraits instead of full drawn busts), but those are the mains one I could come up with.