OPINION ON HOW TO DESCRIBE OBJECTS IN GREATER DETAIL?

Posts

Pages: 1
When a player stands in front of an object and presses Enter/A, do you think it's more effective to have the character comment on the object themselves, or to just have a little message box pop up with a general description. For example, if a player were to stand in front of a fire and press Enter/A, do you think it's better to have the text box pop up with dialogue from the character like, "Man, this fire is hot!" Or do you think it's better to have a text box pop up like "This flame is quite hot." Or perhaps a text box saying, "You touch the flame and it burns you." What do you guys think? I'm working on a game and trying to decide if I should have the character describe the object or describe it myself. And if I describe it myself should I describe it as "you" do/think this or just plain description?
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Depends on whether you're writing a character-focused game. I'm personally a fan of in-character reactions (see: Lobster Quest and Faxanadog), but they'd be inappropriate in a setting where the player is intended to roleplay the character (in which case I'd go for either the most neutral phrasing possible or second person) or one where the PC's personality doesn't really matter (in which case, neutral).
Theory: Most of the time it should be described yourself otherwise the character comes off as a motormouth.

Using "you" is fine, I don't I have a rule for that.. I think? I use "you" on occasion but maybe it's only when taking key actions such as flipping a switch or opening a chest. ("you flip the switch", "you open the chest", "you take the item" etc) If the character is not actually doing something with the object then maybe avoid using "you". That's not to say "you" is bad. I heard that songs that use that word a lot are more likely to become hits, so maybe likewise reading the word you in an game pulls the player in.

By the way, what might work is to describe it yourself but have the character portrait appear. Meaning he's not commenting on the object but describing it to the player. Kinda fourth wall breaking, but having the player being talked to might draw the player in.
I agree with Sooz - if your character is, you know, an actual character and not a stand-in for the player or an empty shell, they should be the ones talking about stuff. Otherwise, use neutral language.
Does your character speak at all? Yes? Then they should be speaking about objects. Preferably talking to each other about the objects. Silly examine texts on scenery is a hugely undervalued place for characterization and it makes games a ton more fun.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If your character is all alone, by themselves, it's pretty dumb for them to talk.
Unless you're going for a particular style of game, like Sooz said, I don't think it really matters, but whichever one you pick you need to stick with it.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=LockeZ
If your character is all alone, by themselves, it's pretty dumb for them to talk.


I always assumed the character narration was internal.
Same. Or they're like me and mumble under their breath to themselves. All. The. Time.

Seriously. >.<;


...should I be worrying about my mental health?

I mean, it's basically just stuff like "Oh, that's a good book. I wonder if they have the rest?" or "Fucking mug keeps falling in the sink. Stupid." or "...dumb phone not working."

But yeah, I figure it's the character speaking to themselves in an internal voice - their thoughts.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Liberty
...should I be worrying about my mental health?


Not unless you expect someone to answer back. ;)
Marrend
Guardian of the Description Thread
21806
For self-insert characters, maybe look at older point-and-click adventure games like Quest for Glory. There are probably other examples, but, that genre seems to be absolutely infamous for silly descriptions. Especially if the player used the "look" action on the player avatar, or a mirror. Those games tended to have self-insert characters, and the information was relayed via narration, rather than a thought-bubble.

Though, for a more character-focused version, look no further than games like Lunar or Grandia where party members interact with each other, with sometimes hilarious results.
I don't see the dialogue box necessarily as the character talking. If he comments on the flame being hot while standing in front of a fire, it could as well be him thinking it instead of saying it out loud.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
I usually figure it's a character thinking unless it's clear otherwise. But then again people do say things aloud to themselves. I know I do while working on renovations.
Thank you all for your insight onto this topic, it is a very interesting one, no? Your opinions have helped me greatly, so thanks for that! I've arrived at a decision. That said, feel free to continue discussing this if you like, I'd still be interested to hear other's opinions.:)
author=Sooz
author=LockeZ
If your character is all alone, by themselves, it's pretty dumb for them to talk.
I always assumed the character narration was internal.


I generally just use text in parentheses to denote internal monologue in game text. Mostly I use it for solo commentary like this but since the player has plenty of opportunity to get used to the idea that parentheses=unspoken commentary, I might also use it in a conversation if I wanted to give the player window into what the protagonist was thinking and not saying to other characters.
Pages: 1