I HATE WHEN THINGS GET OVER EXPLAINED..

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A lot of games I've played on RPG Maker will have extremely redundant dialogue. Are a lot of people catering these games towards idiots? A plot point will be discussed, or where to go next, and it's like they make every character get in on saying the same line, but in a different way.

I mean, come on. I only need something explained once. Not 4 times, all in different ways. "Hey, we should head there now." "You're right, let's go there now." "We better go, we don't have time." "Alright, let's go there now" <-- Not necessary!
"let's bounce" -token black character
InfectionFiles
the world ends in whatever my makerscore currently is
4622
It's probably so people won't bitch about not wondering where to go.
So when you make it extremely clear, people can't be confused, unless they weren't paying attention 4 times.

But I get what you mean, I dislike it as well.

On the subject of bad dialogue, I hate when people in your home town tell you of its origins or how it came to be ruled, etc.
Like you don't live there too.
But gotta' have that history(as the player doesn't know the history, but your character does/should)
it communicates their deep multi-faceted personalities you fuckin plebs

fvaorite rpg character: wakka (what a kooky racist!)
tardis
is it too late for ironhide facepalm
308
author=cho
"let's bounce" -mog
You could just have a journal system that explains the player's current task.
this is japan's fault. all jrpg games have no subtlety or anything. i wnat to die
Puddor
if squallbutts was a misao category i'd win every damn year
5702
How about, we do it because when we let people play our games, BOLD the related text and mention it twice, THEY STILL DON'T KNOW WHERE TO GO.

Wouldn't have to do it if players didn't ignore the f**king dialogue. Sorry for the nasty response but this is something that I feel strongly about (aka, really pisses me off)
do not cater to the lowest denominator. this is the equivalent of selling fast food.

that said I don't pay attention to a lot of rpg dialogue because interesting, engaging dialogue is pretty rare even in commercial games.
author=SorceressKyrsty
How about, we do it because when we let people play our games, BOLD the related text and mention it twice, THEY STILL DON'T KNOW WHERE TO GO.

Wouldn't have to do it if players didn't ignore the f**king dialogue. Sorry for the nasty response but this is something that I feel strongly about (aka, really pisses me off)

This is true tbh, a lot of people don't pay that much attention that you had to make them say it again because the other person didn't get it at first! I don't want to point any names but I saw people do that!

Though really, 3x is enough, 4 is overdoing it.
My rule of thumb - Once in character dialogue, with maybe a reminder if it wasn't too clear or at least in a different colour to the rest of the text, and maybe an NPC who hints where to go/what to do.

People! Read the fucking dialogue! It's an RPG for a reason. Reason is to play a role. How can you know the role you are playing if you do not read the dialogue the characters say? You cannot.

Don't want to read? Don't play RPGs.



...I feel much better now.
Journal Systems are good for this. If that's not enough, trying working a Journal review into certain events like the saving/loading of a game (For instance, every time you start game , you get the option to review your journal system)? Of course, you only have to say it once or twice if it's in patented Legend of Zelda Red Text.

Then there's building the game in such a way that the player always knows where to go next implicitly. For instance, maybe a focus of the game is a boat and exploring uncharted regions. The newest, most uncharted region could have a big red X on the world map, letting the player dick around the rest of the world map as much as they please, but having a constant (Although passive) reminder of where to go.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Liberty
My rule of thumb - Once in character dialogue, with maybe a reminder if it wasn't too clear or at least in a different colour to the rest of the text, and maybe an NPC who hints where to go/what to do.

People! Read the fucking dialogue! It's an RPG for a reason. Reason is to play a role. How can you know the role you are playing if you do not read the dialogue the characters say? You cannot.

Don't want to read? Don't play RPGs.



...I feel much better now.

More people should just start making their games like MMORPGs instead of the SNES era classic epics, where in you can read a few paragraphs of dialog pertaining to the quest, or you could just instantly skip to the bottom and accept your task to kill 30 baddies for King Typical. Through and through, Quest Log is key.
Ciel
an aristocrat of rpgmaker culture
367
i like games that have a constantly updated journal that you can check at any time telling you recent events and what your current destination and goal are but also drive incredibly simple concepts into the ground by having the characters discuss it exhaustively in 500 lines of dialogue explaining it to one another again and again to make sure the player knows what is going on(golden sun ds)
I don't really mind the "where are we supposed to go" question and overexplanation. There are some older games where I left the game and came back and didn't quite remember what to do or where to do it. (even with a journal) and speaking to the quest-giver again with the dialogue option of "tell me again about that quest I was given five minutes ago in your world but actually two weeks ago out-of-game time". Alternatively being able to ask your party questions (like "what do you think we should do now?") also helps. If for example the quest giver just croaked or something.

The overexplanation I can get annoyed at is usually the overexposition. Nine times out of ten the exposition isn't that interesting to begin with and if it comes in giant chunks unasked for I will probably just tune out. (however encyclopedia entries and whatnot are excellent for these if I actually am interested. As are libraries filled with backstory that are completely optional and maybe there's even a quest associated with finding the library!)
Ciel
an aristocrat of rpgmaker culture
367
author=SorceressKyrsty
How about, we do it because when we let people play our games, BOLD the related text and mention it twice, THEY STILL DON'T KNOW WHERE TO GO.

Wouldn't have to do it if players didn't ignore the f**king dialogue. Sorry for the nasty response but this is something that I feel strongly about (aka, really pisses me off)

ya if they don't want to pay attention they shouldn't be playing a genre of game that is traditionally thought of as being more cerebral in nature.

i remember this guy i knew saw the cloud motorcycle commercial for ff7 and bought it then took it back to the store shortly thereafter. when i asked why he said 'i didn't know there was going to be reading'
i don't understand the topic, please explain further

I see how reading alot can get irritating since most people just watch t.v listen to radio and play action games the only reading they do is at the grocery store or maybe the channel schedule's ( whats gonna be on t.v ).
When playing modern games almost all of them have voice overs e.t.c plus some people associate reading with studying ( the "readings for nerds" stereotype ).
I don't really mind reading, actually in some cases it lets you identify more with the characters like when reading a book you can visualize the characters, how they sound like e.t.c rather than having it spoiled for you.
It's kinda sad though, reminds me of that movie "idiocracy" but most comercial games these days are all about kick-ass graphics and some cleavage.


Its not really a bad thing to have sexy characters, break neck action and real to life H-D graphics but somewhere in their no one wants to go back and read ( at least most people ).
And yes this makes you have to tell them 4 times where to go

author=cho
"let's bounce" -token black character


i don't think anyone was saying "reading sucks" eiuuurtgfh
author=Jericho
i don't think anyone was saying "reading sucks" eiuuurtgfh

Yeah in fact it's a lot easier to skip the overexplanations in reading. But if playing a game with full voice acting you're sometimes forced to sit though far too much random talky talk for your health (and then many games have the same button for dialogue choices as for skipping so if you skip at the wrong time you accidentally asked the character you were talking to to piss off and die. I'm looking at you Mass Effect).
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