Question for Regarding Positioning of Message Boxes

Treynor

Veteran
Veteran
Joined
Aug 23, 2019
Messages
109
Reaction score
66
First Language
English
Primarily Uses
RMMV
I've been working on my game for a couple of months now and the one thing that I've really struggled with is text box position. My game is story and dialogue heavy, as such, the player will often find themselves looking at the bottom portion of the screen in order to read. However, I put a lot of care into the interactions between players and NPCs. There's plenty of dynamics in the way NPCs interact, they have reactions, emotions, etc. Yet if the player is consistently looking down, they will miss most of that interaction that lends to a greater narrative. My play tester and greatest critic (my wife) told me the same thing. She often doesn't see what the NPCs are doing unless it's dramatic.

Is this a problem others have as well? I've only found one way to alleviate it: Speech Bubbles. They allow you to look at the action while reading. Am I overthinking this, or is this a legitimate problem that I should be solving?
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,108
Reaction score
13,713
First Language
English
Primarily Uses
RMMV
I think it's a legitimate concern. It's not just that you're looking in one place while the action is happening in another (it's a pretty small window, unless you've changed the window size). It's that you're concentrating on the text, focused on it, so you're excluding what happens elsewhere.

How to overcome it? Not really sure. Speech bubbles is one way. Another might be to draw the text in the middle of the screen rather than at the bottom, and use a transparent/dim background so the map and characters can be seen behind it. That could have its own issues, but it might be worth a bit of testing to see how it goes.
 

Milennin

"With a bang and a boom!"
Veteran
Joined
Feb 7, 2013
Messages
2,520
Reaction score
1,655
First Language
English
Primarily Uses
RMMV
Wouldn't you want to keep actions you want players to see for when they're not reading text? I don't think there should be any text when NPC's perform actions that are important to the event at hand. Put in the action between text boxes, so they read 1 box, then make NPC's do stuff, after that bring up the next text box.
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,635
Reaction score
5,116
First Language
English
Primarily Uses
RMVXA
I'm not a huge fan of speech bubbles (except for comic book-like formats) because they place a very strong veneer of artificiality over their environment, and kind of "compete" with the action that's going on, even if they keep your eye near the right place.

Your concern (and that of your wife) is a very legitimate concern, though; I would lean towards making the action bolder, bigger (in the distances things move), and louder (even a little louder than you think would be right for a cinematic) in order to earn the player's attention for a moment before they go back to reading.

Might be a good idea to post a single scene from your game where you think that this is a big problem, and we can give you opinions not only on whether it's a big enough problem to justify a format change, but also what might be the best way to craft it for a game like yours.
 

Treynor

Veteran
Veteran
Joined
Aug 23, 2019
Messages
109
Reaction score
66
First Language
English
Primarily Uses
RMMV
Wouldn't you want to keep actions you want players to see for when they're not reading text? I don't think there should be any text when NPC's perform actions that are important to the event at hand. Put in the action between text boxes, so they read 1 box, then make NPC's do stuff, after that bring up the next text box.
I do both large complex actions that you can't miss, and small ones during conversations. I'm also incorporating those balloons now. I've wanted to use them for a while but it took me a long time to find non-stock ones.

I think it's a legitimate concern. It's not just that you're looking in one place while the action is happening in another (it's a pretty small window, unless you've changed the window size). It's that you're concentrating on the text, focused on it, so you're excluding what happens elsewhere.

How to overcome it? Not really sure. Speech bubbles is one way. Another might be to draw the text in the middle of the screen rather than at the bottom, and use a transparent/dim background so the map and characters can be seen behind it. That could have its own issues, but it might be worth a bit of testing to see how it goes.
The dim background unfortunately removes the UI that I use, and putting it in the middle honestly feels a bit invasive.

I'm not a huge fan of speech bubbles (except for comic book-like formats) because they place a very strong veneer of artificiality over their environment, and kind of "compete" with the action that's going on, even if they keep your eye near the right place.

Your concern (and that of your wife) is a very legitimate concern, though; I would lean towards making the action bolder, bigger (in the distances things move), and louder (even a little louder than you think would be right for a cinematic) in order to earn the player's attention for a moment before they go back to reading.

Might be a good idea to post a single scene from your game where you think that this is a big problem, and we can give you opinions not only on whether it's a big enough problem to justify a format change, but also what might be the best way to craft it for a game like yours.
I'll try to find a problem area and show you tomorrow (past midnight at the moment). Speech bubbles actually work well in my game because it has a comedic overtones. Think of the show Archer. Unfortunately, I have yet to find a plugin that doesn't cause conflicts, or have no word wrapping.
 

CraneSoft

Filthy Degenerate
Veteran
Joined
Apr 16, 2016
Messages
251
Reaction score
378
First Language
Not English
Primarily Uses
RMVXA
The answer depends on: How exactly do your characters interact?

You can do fine with the message box at the bottom of the screen if you are using a Visual-Novel like structure (ADV/NVL formats) where you can convey emotions, reactions and character interactions through full-size character bustshots that take up most of the screen where you can't really "miss" them, with the occasional movement of character sprites and other kind of action in between message boxes when necessary.

On the other hand, if your interaction is purely delivered using movement of character sprites, miniature face portraits and icon balloons, I'd say speech bubbles are a viable alternative similar to RPGs in the 90's (ie. FFVII-IX).

Depending on the game the two may even be interchangeable depending on the scene at hand : it doesn't necessarily mean you have to stick to a single format in the entire game, they can work as long as you as long as you maintain consistency between the two.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
I agree with Milenin here, separate the actions and texts... Its not just a problem of text positioning really, but rather as Shaz said, of focus..

Even if you use bubbles on top of a character's head, you still cant ensure that the player will see what other stuff is happening simply because the player will tend to focus on the text once the bubble pops up..

Both text and action are visuals, as such it would be quite hard to actually make the player focus on both unless the player is used to doing it..

Note though that this is assuming the actions are subtle ones. If they're flashy enough, it makes things easier.
 

empresskiova

Untitled Project1
Veteran
Joined
Sep 3, 2018
Messages
92
Reaction score
67
First Language
English
Primarily Uses
RMVXA
If voice acting is an option (most likely not, and that’s ok!), you could try that out.

The message box being at the bottom is a lot like using subtitles; it’s a neccesary sacrifice development has to deal with. Only voice acting in the correct language can handle it.
 

CaRa_CrAzY

Undefined Custom Title
Veteran
Joined
Jan 19, 2019
Messages
65
Reaction score
27
First Language
Portuguese
Primarily Uses
Other
I would recommend you to take a look at how the Final Fantasy games from the playstation era handled this issue. You can find a lot of references in youtube gameplay videos.
The dialog boxes have dynamic positioning, like a speech bubble, however it's not those standard speech bubbles from comic books, it is indeed a square dialog box like conventional jrpgs.
You also need, like others have pointed out here, to separate the action from the text. You shouldn't take both together since this confuses the person who is reading. This also reminds me from a time when I was taking acting classes and a important feedback I received was to keep my actions clear by not speaking and acting at the same time.
 

Treynor

Veteran
Veteran
Joined
Aug 23, 2019
Messages
109
Reaction score
66
First Language
English
Primarily Uses
RMMV
I would recommend you to take a look at how the Final Fantasy games from the playstation era handled this issue. You can find a lot of references in youtube gameplay videos.
The dialog boxes have dynamic positioning, like a speech bubble, however it's not those standard speech bubbles from comic books, it is indeed a square dialog box like conventional jrpgs.
You also need, like others have pointed out here, to separate the action from the text. You shouldn't take both together since this confuses the person who is reading. This also reminds me from a time when I was taking acting classes and a important feedback I received was to keep my actions clear by not speaking and acting at the same time.
Actually, I was just looking at this yesterday. I saw how they use these 'speech bubbles'. The only issue I find, is that in the PS era games had the ability to change camera angles which made for more possibilities. However, I'm currently working on doing it the way you mentioned with the acting classes. I'm pausing the dialogue during certain actions to accentuate them more, but only if they're important or add to the character. I don't want to bore the players with every action. Thanks for your feedback.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 2)

Latest Threads

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,033
Messages
1,018,441
Members
137,820
Latest member
georg09byron
Top