[Text/Message box] What text size should be the right size?

48Tentacles

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I see the text size in message boxes as a tricky issue. Too small and you'll find yourself with your eyes too close to the screen trying to read. Too big and there won't be large texts anymore in a single sentence. On top of that you have to select the right font, not to mention if the interface is gonna be altered in a way that makes the text more readable or not.

There are games with text boxes with a good size and with a good font that makes everything readable.

1638423294284.png

But then you find other examples of "not good, not bad". Below you will find a text box with a different interface. The text box could have got extra space for the text. I get that the minimal style interface is done to probably provide more immersion to the player, but I still prefer the previous example above.

1638423539257.png

What is, in your experience, the best text size for boxes for dialogue and narratives? I will appreciate visual examples with screenshots. Mentioning the title of the game is not required.
 
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HiddenAlchemist

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I find that it really depends on the execution. I don't believe there is a one-size-fits-all approach to this, at least not without losing individuality in the presentation, as any idea can work depending on how it is executed.

Take the second screenshot for example, if the text was made larger with more clearly defined outlines, or alternately if the text box was made less transparent, then it would help improve the readability a lot without losing the concept.
 

ericv00

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What is, in your experience, the best text size for boxes for dialogue and narratives?
Years of doing graphic design, I have used hundreds of fonts, at the least. Every project, every purpose, is different. Size, placement, kerning, spacing. All can give you a different feel or add/detract from the graphic elements around it. I'm afraid there is not a clear cut answer for you. You have to play around with these things, even sketch out options, then find the bits and bobs that fit with the needs. Detailed images might require a simpler but smaller font so that the eyes aren't too distracted from the image and the image isn't lost behind text. A simple image might allow for the font and box itself to convey feeling with play of the size and placement. Believe me, I hated every single moment of it. Everything was a prolonged exercise in minutiae.

It will probably be better to ask for input once you have a mock up.
 

Shaz

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Too small and you'll find yourself with your eyes too close to the screen trying to read.
I think that depends in part on the person playing the game, so it's not a "one size fits all".
 

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