Are NWN1 or NWN2 style conversations best?
#1
Posté 21 janvier 2011 - 02:00
Wasn't sure where to post this, as its about a mod I'm building, but I want people who purely play Neverwinter (not builders) to reply.
Does anyone have a preference over which style of conversations they prefer:
NWN1 text in a box style
NWN2 animated talking heads style
Personally I still have a hankering for NWN1 style, and it'll save me from tangling with lip flappers, but what does anyone else think?
#2
Posté 21 janvier 2011 - 02:36
#3
Posté 21 janvier 2011 - 02:40
#4
Posté 21 janvier 2011 - 02:41
I don't care a lot about what style is used if only the main character can talk. I've seen both styles combined in other modules: boxes for merchants and the like, and the other way for more important characters. If boxes mean faster development, I'd use boxes.
Though I prefer SoZ style if possible, that way the party members can talk and use conversation skills too.
Modifié par Arkalezth, 21 janvier 2011 - 02:43 .
#5
Posté 21 janvier 2011 - 02:44
#6
Posté 21 janvier 2011 - 02:50
Clyordes wrote...
Personally I still have a hankering for NWN1 style, and it'll save me from tangling with lip flappers, but what does anyone else think?
if you go for lipsync dont mess with lipflappers. Binary made a far better tool that generates accurate lip synching
you can see the thread here for the FXE tool
either style convo works for me.
Modifié par Hellfire_RWS, 21 janvier 2011 - 02:51 .
#7
Posté 21 janvier 2011 - 03:43
This is as a player, even though I build, also. When I play I want things to be easy to do, relatively straightforward and logically sound. And when I say, "easy to do" I don't mean I want easy battles or puzzles that are a snap -- I mean my controls, dialog options and commands I give should be all that. The interface with the game should allow me to concentrate on the game and playing it, not requiring me to remember a series of convolute and arcane keyboard commands to get 'er done.
As to convos, though, I am all for simple, straightforward text whenever feasable and if a cutscene is to be done, then by all means, take the time to learn Binary's FXE tools. You won't be sorry.
dunniteowl
#8
Posté 21 janvier 2011 - 03:51
From a tech perspective I have noted that you connot use all colours on the PC node in NWN1 method. Whereas this does not seem to be a limitation in NWN2.
PJ
#9
Posté 21 janvier 2011 - 03:54
#10
Posté 21 janvier 2011 - 04:04
Generally speaking, I'd say my preference is for NWN1 style but with crafted cutscenes for important scenes.
#11
Posté 21 janvier 2011 - 06:15
#12
Posté 21 janvier 2011 - 06:42
#13
Posté 21 janvier 2011 - 06:50
Whatever you do, beware the lip flappers that keep you from being able to left-click thourgh conversations. I played one module that had lip flappers which made you wait for each node and I almost gnawed my arms off. It was an excellent mod but I almost quit like 3 times just out of sheer conversation frustration.
#14
Posté 21 janvier 2011 - 06:55
Arkalezth wrote...
Though I prefer SoZ style if possible, that way the party members can talk and use conversation skills too.
heh, yes, this. I was also going to mention, there are not just two conversation styles to consider, but a third. Thanks to Storm of Zehir, one which allows all the party members to partcipate in a dialogue.
I ought to get around to writing a tutorial for Party Chat style conversations.
Harumph!
#15
Posté 21 janvier 2011 - 06:59
At the moment all the convos (& there are a lot) are NWN2 style & when I've been testing it I've been wondering whether it was a good idea. I think if I had the time to learn the FXE tool I would, but realistically, from looking at it, it seems I'd have to do an awful lot of work to get all the conversations sorted, so I reckon I'll try NWN1 style for all convo's & see how it looks on my next run through.
Many thanks for the ideas folks, and if anyone else wants to add their views - please do - I'll check back regularly
Cly.
#16
Posté 22 janvier 2011 - 08:16
So for a PW or DMed campaign I'd actually recommend against cutscene-style in most cases.
#17
Posté 24 janvier 2011 - 11:14
Modifié par Haplose, 24 janvier 2011 - 11:24 .
#18
Posté 03 février 2011 - 02:56
Thanks for all the input, folks.
#19
Posté 03 février 2011 - 04:00
M. Rieder wrote...
Whatever you do, beware the lip flappers that keep you from being able to left-click thourgh conversations. I played one module that had lip flappers which made you wait for each node and I almost gnawed my arms off. It was an excellent mod but I almost quit like 3 times just out of sheer conversation frustration.
A quick aside, lip flappers or another sound file will not make a node unclickable. The issue with sound files is that at end of the sound the node ends regardless of how long it is. If it is a longer node and a lipflapper or other sound file is shorter then the time needed to read the line the creator will likely add a delay so the file will not end prematurely. This will allow the player to read the node with having to pause or to allow a scripted event to happen properly.
So when using NWN2 style I would advice using delays with caution and never add them without cause and to make sure the player knows who is talking.
Modifié par Shaughn78, 03 février 2011 - 04:02 .
#20
Posté 04 février 2011 - 02:42
#21
Posté 04 février 2011 - 09:06
Really interesting to see so much of a concensus though - I was expecting opinion to be split more evenly.
#22
Posté 04 février 2011 - 06:57
dunniteowl





Retour en haut







