So lets be honest here... who like immersion? It may make me a mountain dew drinking doritos munching neckbeard, but I actually enjoy when I feel like I'm the main character. So this begs the question... how much dialogue is the right amount for games that
offer(or even sell) immersion?
I've made a poll, but I want to also hear detailed opinions as well.
Silent characters.
One side of this argument is that these characters are boring, lazy, and generally not thought of too well. The other side of it is
that a silent protagonist is the best way to immerse, as it allows you to be in complete control of your characters personality.
Link from Zelda for example. My sister and I have always had different opinions on how we viewed Link's persona. She always
viewed him as a ladies man, who was only doing the quest to save a pretty girl. I viewed him as a loser, who was socially awkward
and didn't really know how to refuse a request, and that's why he blindly went headfirst into danger. And since Link doesn't talk...
there's really infinite ways his personality could go. He could even be sinister if you had the imagination for it.
Silent Characters (with dialogue options)
Then there was Skyward Sword, which gave us dialogue options. This kinda put a limit on the amount of variation ones imagination could have. Link still never spoke, but it was implied that he did. Because of this, we could more easily see what kind of disposition
he would have. Was he Reckless? Heroic? Kind of a joker? This made for replay value, and some interesting dialogues as well.
Skyrim (Elder Scrolls) would be a better example though, as it had more options. Your character never REALLY spoke... but
they did say things. The question is... is that enough? Or can we do better?
Characters who speak (when spoken to)
More prevalent in visual novels than games. This technique is basically that when you choose a dialogue option, your character will say something along those lines. For example... "So... do you like fried eggs?"
Option A-I love fried eggs: Do I? I love fried eggs! Love em!... but what kind of weird question is that?
Option B- I HATE fried eggs: Blaergh! I hate fried eggs! They're disgusting! Why would you bring up such an unpleasant thing!?
(props to anyone who recognizes this
)
This gives the player something to read, and can add alot of replay value... but can it possibly take away from the role playing experience by limiting your imagination?
Namingway Syndrome (Mary sues with a few options)
Think Fire Emblem Awakening, Rune Factory, or the earlier Final Fantasy games.
You are the character... but your personality is pretty neutral. This way you can kind of play around with the idea of what goes
on behind the scenes, but the fact is that these characters are pretty much the same person every time. Robin(FEA) is always stuck
in his/her books. The ideal strategist: cunning and calm. Suave and well-spoken. But is this you? Is it what you wanted to be EVERY
time, in a game that is all about replaying and changing fate? What about Raguna (Rune Factory) He had *amnesia, so it's pretty
safe to say that he could be you... but there were certain times when you would want to say something and it wasn't an option.
(Like when my wife made me a bowl of Noodles in a sack lunch. I wanted to tell her that she was the best wife ever and that this was a stroke of pure genius... Raguna's response was "What kind of wife from what kind of world puts noodles in a sack lunch?!")
Other? Innovations or unmentioned?
Is there a better way? If so I wanna know all about it. As a writer, a game maker... and someone who's really really bored sitting up
at 1:30am writing this instead of sleeping... I ask for your input.
*Amnesia is by far the laziest most overdone excuse for a game to allow "you" to be the hero. I do not endorse this kind of writing.
offer(or even sell) immersion?
I've made a poll, but I want to also hear detailed opinions as well.
Silent characters.
One side of this argument is that these characters are boring, lazy, and generally not thought of too well. The other side of it is
that a silent protagonist is the best way to immerse, as it allows you to be in complete control of your characters personality.
Link from Zelda for example. My sister and I have always had different opinions on how we viewed Link's persona. She always
viewed him as a ladies man, who was only doing the quest to save a pretty girl. I viewed him as a loser, who was socially awkward
and didn't really know how to refuse a request, and that's why he blindly went headfirst into danger. And since Link doesn't talk...
there's really infinite ways his personality could go. He could even be sinister if you had the imagination for it.
Silent Characters (with dialogue options)
Then there was Skyward Sword, which gave us dialogue options. This kinda put a limit on the amount of variation ones imagination could have. Link still never spoke, but it was implied that he did. Because of this, we could more easily see what kind of disposition
he would have. Was he Reckless? Heroic? Kind of a joker? This made for replay value, and some interesting dialogues as well.
Skyrim (Elder Scrolls) would be a better example though, as it had more options. Your character never REALLY spoke... but
they did say things. The question is... is that enough? Or can we do better?
Characters who speak (when spoken to)
More prevalent in visual novels than games. This technique is basically that when you choose a dialogue option, your character will say something along those lines. For example... "So... do you like fried eggs?"
Option A-I love fried eggs: Do I? I love fried eggs! Love em!... but what kind of weird question is that?
Option B- I HATE fried eggs: Blaergh! I hate fried eggs! They're disgusting! Why would you bring up such an unpleasant thing!?
(props to anyone who recognizes this
This gives the player something to read, and can add alot of replay value... but can it possibly take away from the role playing experience by limiting your imagination?
Namingway Syndrome (Mary sues with a few options)
Think Fire Emblem Awakening, Rune Factory, or the earlier Final Fantasy games.
You are the character... but your personality is pretty neutral. This way you can kind of play around with the idea of what goes
on behind the scenes, but the fact is that these characters are pretty much the same person every time. Robin(FEA) is always stuck
in his/her books. The ideal strategist: cunning and calm. Suave and well-spoken. But is this you? Is it what you wanted to be EVERY
time, in a game that is all about replaying and changing fate? What about Raguna (Rune Factory) He had *amnesia, so it's pretty
safe to say that he could be you... but there were certain times when you would want to say something and it wasn't an option.
(Like when my wife made me a bowl of Noodles in a sack lunch. I wanted to tell her that she was the best wife ever and that this was a stroke of pure genius... Raguna's response was "What kind of wife from what kind of world puts noodles in a sack lunch?!")
Other? Innovations or unmentioned?
Is there a better way? If so I wanna know all about it. As a writer, a game maker... and someone who's really really bored sitting up
at 1:30am writing this instead of sleeping... I ask for your input.
*Amnesia is by far the laziest most overdone excuse for a game to allow "you" to be the hero. I do not endorse this kind of writing.
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