sea
inXile Entertainment
- Joined
- May 3, 2011
- Messages
- 5,698
Played Old World Blues? It opens with a 20-something-minute conversation right when players have been sent to a new world and want to explore it.I've shot him a question about his minimalist approach towards worldcrafting on his Formspring. Although he usually ignores my questions.
Did FO:NV feel minimalist in terms of conversations? If not, I assume we have nothing to worry about.
As awesome as that conversation is, that sucks for 90% of players who just want to go out and enjoy the game.
Lengthy, exposition-landed dialogue is fine... if it is optional. Get the important facts out there ASAP in a believable way that defines the characters (if they need defining) and then let the player GTFO if they want. Save all the interesting backstory and detail for those who show they want it. This is what Sawyer was talking about - getting away from overly long, mandatory info dumps and just letting players enjoy the game the way they want. The easiest way to end up with confused, uninterested players is to give them so much text that the important bits get drowned out and lost. In this respect, New Vegas was awesome because it gave you all you needed to know up front, but had interesting stuff there to reward those who explored the dialogue options fully, including quests etc.