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So, if a player is subjected to too much text without exploration/combat/etc to break it up, they become fatigued and miss important details in conversations, get bored and skip it, or (in the worst case) quit playing. Thus we want to keep text as concise as possible without skipping important info or losing the emotional impact.

We know this already.

But here's a question: Is reader fatigue measured in words or "screen switches"? Should I be working on eliminating as many words as possible from my dialogue, or should I reduce the number of times the player presses the "Next" button? Or, counter-intuitively, do packed dialogue frames wear on readers, meaning I should break the text up by adding more boxes with less text each?

My characters are talk too much, and I'm looking for the best way to fix it.

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