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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Thu Feb 15, 2007 3:36 am Post subject: presentation of text during action |
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| I'm thinking specifically of Assault Suits Valken. I know many text-scenes in the game pause the action, but I also seem to remember text without pause. Am I mistaken? If not, how does that work for you guys, in this or any other game? Are you able to read or at least adequately skim the text without being distracted from the action? Does it work? |
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Thu Feb 15, 2007 3:46 am |
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at this point in my gaming career, it's gotten to the point where i instantly forward past all text prompts as soon as i am able to do so - i am a very fast reader, and in the maybe one third of the cases wherein i won't have read everything in the minimum allotted time, i have a decent enough photographic memory that i can play it over again in my head three seconds after the fact.
i'm.. getting more and more impatient, it seems. though i don't think that was the original topic. |
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inmatarian wisecracking robot

Joined: 04 Dec 2006 Location: Bronx Industries
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Posted: Thu Feb 15, 2007 3:50 am |
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I'm fine with it as long as it's minimalist.
JUMP NOW! works better than AVOID THE ONCOMING DEATH TRAP BY PUSHING THE JUMP BUTTON WHEN YOU SEE THE YELLOW TRIANGLE IN THE MIDDLE OF THE SCREEN!
Is that what we're talking about? _________________
2993 badness blog email |
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dessgeega damaged

Joined: 05 Dec 2006
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Posted: Thu Feb 15, 2007 3:50 am |
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you should play the demo for journey to rooted hold. it does what you're describing in a turn-based framework with no cutscenes, incorporating the player's actions (or rather, the actions the level design forces the player to perform) into the script. it works pretty well. _________________
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Thu Feb 15, 2007 3:53 am |
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| dessgeega wrote: |
| you should play the demo for journey to rooted hold. it does what you're describing in a turn-based framework with no cutscenes, incorporating the player's actions (or rather, the actions the level design forces the player to perform) into the script. it works pretty well. |
Hell, I'll endorse buying it. Deadly Rooms of Death is an ingenious puzzle game and Journey to Rooted Hold is a whole lotta challenge for a very small price. I should renew my membership at CaravelNet, actually. The fantastic level-editor is just a bonus. _________________ JSNLV is frequently and intentionally wrong. |
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SplashBeats Guest
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Posted: Thu Feb 15, 2007 4:21 am |
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| The text in ASV works nicely because of how it usually comes in the heat of a battle. It's a great 16-bit metaphor for the often chaotic dialogue heard in combat. The fact that you probably won't get enough time to read all of it adds to the effect. |
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dessgeega damaged

Joined: 05 Dec 2006
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Posted: Thu Feb 15, 2007 4:37 am |
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revenge of meta-knight? _________________
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L ⌐
Joined: 05 Dec 2006
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Posted: Thu Feb 15, 2007 6:01 am |
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| "What?? Paint ability?!" |
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Baines banned
Joined: 10 Dec 2006
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Posted: Thu Feb 15, 2007 7:29 am |
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| Joe wrote: |
| The text in ASV works nicely because of how it usually comes in the heat of a battle. It's a great 16-bit metaphor for the often chaotic dialogue heard in combat. The fact that you probably won't get enough time to read all of it adds to the effect. |
Reminds me of the QTE battle with Krauser in Resident Evil 4.
And I remember posts on various message boards complaining that Krauser was talking during the battle, because they couldn't pay attention to what he said and the battle at the same time. Which was the whole point. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Thu Feb 15, 2007 5:54 pm |
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| Joe wrote: |
| The fact that you probably won't get enough time to read all of it adds to the effect. |
This is exactly the statement I was fishing for in starting this thread. Do you or Baines feel like saying more on the subject? For instance, have you played action games that offer way too much text? Do you have preferences for where the text appears on the screen? Is across the bottom in a box better or worse than displaying it as loose print attached to a character's head? |
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inmatarian wisecracking robot

Joined: 04 Dec 2006 Location: Bronx Industries
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Posted: Thu Feb 15, 2007 6:33 pm |
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Oh, I get it now.
This is a subject that needs better design. Take for instance those scenes in Dark Cloud where there was a fight going on, but you didn't get to see it because you were too busy looking down at that marquee, trying to catch the key inputs just right.
I think FFXII has this problem also with the Quickenings... sort of. You can luck out and everyone has something availiable, or you can have no luck what so ever and get stuck looking at the bottom of the screen hitting R2 waiting for Mist Charge to roll up.
Hell, FF8 GF Summons where you had to look at that stupid Square the whole time. Gee, I'm sure Quetzalcoatl has a great attack, but I didn't get to see it.
I like it better where the button shows up on the action itself. I think some of the more recent Zeldas do this. _________________
2993 badness blog email |
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Slonie

Joined: 07 Dec 2006
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Posted: Thu Feb 15, 2007 11:03 pm |
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| dessgeega wrote: |
| revenge of meta-knight? |
Along with Cybernator/Valken, a really great example. It added a lot to the atmosphere!
My favorite one in Assault Suits is when you get creamed by an asteroid and you see one last radio transmission come across the screen as the screen fades out that you can't really read because you're blowing up. _________________ -Slonie
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Baines banned
Joined: 10 Dec 2006
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Posted: Fri Feb 16, 2007 1:37 am |
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| internisus wrote: |
| Do you or Baines feel like saying more on the subject? For instance, have you played action games that offer way too much text? |
I can't judge that, as I am a fast reader. I mostly notice text length by how often I have to hit a button to advance it. Excepting scrolling text of two or three lines high, which is just annoying to read. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Fri Feb 16, 2007 3:15 pm |
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| Slonie wrote: |
| dessgeega wrote: |
| revenge of meta-knight? |
Along with Cybernator/Valken, a really great example. It added a lot to the atmosphere!
My favorite one in Assault Suits is when you get creamed by an asteroid and you see one last radio transmission come across the screen as the screen fades out that you can't really read because you're blowing up. |
That is pretty excellent, isn't it! |
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WarpZone

Joined: 06 Dec 2006 Location: USA
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Posted: Sat Feb 17, 2007 12:18 am |
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In an action game I generally think it's best to avoid text for dialogue simply because it forces you to switch modes: you have to divert your eyes from the action, for one, and then literally read a line of dialogue -- a process that has nothing to do with the mechanics/patterns/etc. of the game itself.
I prefer spoken voice because your concentration isn't broken and you absorb these words right along with the other sounds in the game -- as if these events are actually happening.
If I could, I'd disable the text in Star Fox 64 in favor of a little box in the corner that just showed a picture of who's talking.
| inmatarian wrote: |
| I like it better where the button shows up on the action itself. I think some of the more recent Zeldas do this. |
Normally you have to look at the button HUD at the top of the screen, although Twilight Princess takes a page from Resident Evil 4 and makes the button appear right on-screen, which I think is more elegant and obvious.
Last edited by WarpZone on Sat Feb 17, 2007 3:10 am; edited 1 time in total |
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Sklabah

Joined: 05 Dec 2006 Location: behind you...
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Posted: Sat Feb 17, 2007 12:55 am |
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I just played Pursuit Force for PSP, and there's a lot of speach, accompanied by Text balloons. I was playing it at first while my wife watched TV, so I couldn't here what was being said, and had to read...But the action doesn't stop, so I'd crash trying to see how to not crash. It's fine when you hear the dialogue prompts, but trying to read it without pause in the action is frantic.
But pausing the game to deliver dialogue is kinda counter-intuitive as well. Supposedly, there's a lot of that in Spriggan Mk. 2 for PCEngine CD, and reviews say it slows down the shooty action. It's definately cool when you have fully voiced stuff, but dialogue balloons and the like tend to either ditract or slow down the game. _________________ Old man thread killer. |
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dessgeega damaged

Joined: 05 Dec 2006
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Posted: Sat Feb 17, 2007 4:09 am |
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| Slonie wrote: |
| dessgeega wrote: |
| revenge of meta-knight? |
Along with Cybernator/Valken, a really great example. It added a lot to the atmosphere! |
i think the meta-knight example is particularly compelling because the dialogue that runs while you're playing is the enemies talking to each other, not to you. their reactions to your playing gives context to your actions and makes you feel as though your character's movements are deliberate, and all without cutscenes or dialogue planted in your mouth. you become sympathetic to your enemies even as you hurtle toward your final confrontation with them. _________________
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inmatarian wisecracking robot

Joined: 04 Dec 2006 Location: Bronx Industries
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Posted: Sat Feb 17, 2007 6:30 am |
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Didn't they do that in Halo 2 towards the end where the High Prophet gives that speech to the entire Covenant about its political reorganization, and the player can keep going, killing aliens all up in the hiz-zouse, without being interrupted by a cutscene. _________________
2993 badness blog email |
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Toto

Joined: 05 Dec 2006 Location: Australia
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Posted: Sat Feb 17, 2007 6:39 am |
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As a vocal example of what Joe is saying about Valken, play Call of Duty 2.
I am dead serious, that game has the best audio of any PC game I've ever played, and with my surround speakers it's amazing, although it works just as well with headphones. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Sat Feb 17, 2007 7:33 am |
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| River City Ransom deserves mention. Even if the non-boss text wasn't important, it did display stuff while fighting. And you could attack the bosses while they tried to give their speech. |
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Shapermc crawling in his skin

Joined: 04 Dec 2006 Location: Chicago via St. Louis
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Posted: Sat Feb 17, 2007 7:46 am |
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I like text in the same place as subtitles in movies. I've gotten to the point with subtitles that I can almost read them at the same time I'm watching everything about the film.
On a side note for things that you have to pay attention to while combat is happening: Gears of War active reload. You have to watch a pretty small bar in the upper right of the screen and hit the button durring a small window of time to get the extra damage. If you screw it up you either get a faster reload (if you hit it early) or you jam the ammo (late) making it take longer. It's really genius, and not quite text, but an example of something you have to pay attention to while in the middle of other things. _________________
The bad sleep well at The Gamer's Quarter |
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Dark Age Iron Savior king of finders

Joined: 06 Dec 2006 Location: Spacecraft, Juanelia Country
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Posted: Sat Feb 17, 2007 8:50 am |
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This topic just reminded me of Ultima VII and "It's too nice a day out for these windows to be closed."
I think it was in Ultima VIII, now that I think about it. Oh yeah, yeah - you'd see Lady Whatshername McTyrant yelling at Salkind about peasants and taxes.
That was really great. It makes me feel kind of nostalgic. Nowadays you just hear people say that as they're opening the windows you've just shut - assuming modern CRPGS have caught up to what Ultima did over a decade ago... _________________
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inmatarian wisecracking robot

Joined: 04 Dec 2006 Location: Bronx Industries
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Posted: Sat Feb 17, 2007 8:27 pm |
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Oh, yeah, JRPGs. Why is it that Xenogears was more or less the last game where I could talk to someone, and then walk away from them if I wasn't interested in what they were saying? _________________
2993 badness blog email |
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