paper, tablets, inner dialogue

Unstructured ideas, requests and suggestions for the development of the game.
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GiftOfDeath
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paper, tablets, inner dialogue

Post by GiftOfDeath » Mon Apr 09, 2012 10:55 pm

Would like to see a little more dialogue from running over paper on the ground, touching cracked tablets on the walls, and definatly more inner dialogue from the main character. They can be one time things. I think the inner dialogue is a must. It would add a lot more flavor to know how the main character feels when entering a dungeon for the first time or if making a decision is opposing the path from previous conversations. How does it feel before facing a boss or after defeating it. Killing a new enemy for the first time. Finding a road or trail or entering a area for the first time.

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fiernaq
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Re: paper, tablets, inner dialogue

Post by fiernaq » Tue Apr 10, 2012 2:52 am

Ooh, I like that idea of getting some text after killing a monster for the first time. Something to help explain the fight and the various strengths/weaknesses of the monster and just some general RP. The nice thing about getting the text only after killing the monster for the first time is that you don't take away the joy of beating it yourself that first time.
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Antison
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Re: paper, tablets, inner dialogue

Post by Antison » Tue Apr 10, 2012 10:36 am

fiernaq wrote:Ooh, I like that idea of getting some text after killing a monster for the first time. Something to help explain the fight and the various strengths/weaknesses of the monster and just some general RP. The nice thing about getting the text only after killing the monster for the first time is that you don't take away the joy of beating it yourself that first time.
What is "RP"?

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Lv  AP   HP  AC  AD    BC DR CHS CM ECC
134 3/12 215 285 65-75 201 9
58  4/14 131 241 30-43 186 3
52  3/12 150 261 33-42 81  4 59  3.0 29
52  4/12 163 334 30-47 77  3
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48  2/12 121 267 34-43 103 5

sdevaney
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Re: paper, tablets, inner dialogue

Post by sdevaney » Tue Apr 10, 2012 12:13 pm

tek wrote:
fiernaq wrote:Ooh, I like that idea of getting some text after killing a monster for the first time. Something to help explain the fight and the various strengths/weaknesses of the monster and just some general RP. The nice thing about getting the text only after killing the monster for the first time is that you don't take away the joy of beating it yourself that first time.
What is "RP"?
Role-play

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nyktos
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Re: paper, tablets, inner dialogue

Post by nyktos » Tue Apr 10, 2012 3:45 pm

you bring up a good point, nice post! 8-)
there are two ways to go here... (possibly more, but bear with me)

---just some thoughts---

1st person / the silent hero - the main character never speaks, allowing you to imagine his or her reaction
This works great for Andor's Trail because there are so many choices to make & the quests can be taken in almost any order.

(Varying dialogues would need to be written to cover all the different possibilities we could encounter.)

3rd person / a hero with personality - the main character speaks his or her mind, conveying their reaction
This would work if Andor's Trail was linear and we always knew what the hero was thinking.

---so---

3rd person reads more like a book - telling you the story that was written
1st person allows you to take the role of the hero yourself - making the pivotal choices presented to the main character.

We could write text for both of the paths that the player can take, but...
being able to take quests in any order (in most cases anyway) also makes writing this kinda dialogue difficult.

Moral Ambiguity & Non-linear Gameplay
Feygard (Elythara) vs. Nor City (Shadow)
(Lawful Good vs. Chaotic Good - just throwing this out there)

Followers of The Shadow are taking "questionable" actions against the "oppressive" rule Feygard.

It's hard to say who is right or wrong - so how do we tell the player what to think, or who to side with?
Personally, I liked that Andor poisoned the well - manipulate the masses to save them from themselves.
As opposed to taxing the masses for no other reason than to fill their coffers with gold.

This is a big grey area, and it leaves a lot of room for interpretation.
You could even sit on the fence, and never pick a side...
Adding flavor text is a touchy subject - we dont want to assume the player has certain emotions.
In closing, when faced with moral choices - dont have him say anything automatically.
(I.M.O. - the choices our hero makes in response to questions asked [or options given] is the highest form of actual "role-playing" on a cell phone today)

but if he can make a comment in passing, about a tough battle or a nice reward... that's cool - it sounds fun!
if we can think of clever things he can say at interesting points in the game - without implying judgement or condemnation... then right on!
"Embrace the Shadow"

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