Item descriptions on field.

Lars Ulrika

I punch Therefore I am Harvest the land Taking the
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I would like to have some feedback on this : in my game I took the decision to make much of the decoration checkable (The option is clearly displayed with the mouse system). I tried my best to give each one it's own flavour with a slight touch of humour or anything else. 
Though I just read in the topic about common mistakes that it annoys some players. 

What is your opinion about that? 
 

Shaz

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You'll never be able to please all of the players. If you want to make it to appeal to the maximum, just add an option for the mouse, to say whether to show the descriptions or not, and then let the player decide.
 

C-C-C-Cashmere (old)

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It depends on how it's done. People generalize by saying, "I don't like descriptions for everything", but it might work for your game. Make a personal decision whether it works for your game. If not, you can always post a screenshot or something so that we can give feedback whether it is a good feature or not.
 

aozgolo

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I can't help but think "not liking descriptions for everything" might be referring to something else. If I don't want flavor text on a painting, why would I even interact with said painting to begin with? I can just as easily ignore it.

Now if I am rifling through barrels and every empty barrel has to stop and tell me "there's nothing in this barrel" yeah that can be annoying, but otherwise I'd say go with it, it's not something that would really negatively impact user's experience and will even enhance it for some.
 

C-C-C-Cashmere (old)

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If you do what several classic RPGs did and classify, say, barrels and chests as things that should be interacted with, then people know to interact with barrels and nothing else. I think as long as the player knows what to interact with that will actually contain something then it's good. I remember playing many RPG Maker games and realizing they were a fantastic games marred by too many object explanations.
 

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