I don't support this.PsychoBlonde wrote...
1. Write the game as if there's no codex. Even better (IMO) GET RID OF THE CODEX ENTIRELY. It's not that I dislike all the cool stories and stuff, but I think having it there is holding you guys back from really developing your ossum characteriztion and expositional abilities!
Don't support this either. I like being able to ask questions, and I would hate timed dialog.2. Write as if there are no investigate options, and you have to convey 100% of the situational information without ever letting the player click "investigate". Maybe even consider getting rid of the "Investigate" options entirely in favor of making those different options for the PC to approach the situation instead of just different things for the PC to ASK. And don't ever let the player go back to the same list of questions in order to cycle through all of them. Have situations where making a snap decision benefits you because people become irate when they're interrogated. Stuff like that!
I dunno. With the appropriate skill (say, Lore), sure. Then it would feel like my character has knowledge as a result of how I built my character. Otherwise it might feel more like my character has knowledge as a result of how BioWare built the character. Which might not necessarily bother me, but I think it'd be better for the game to give players more options, not define the character more.3. USE THE PC FOR EXPOSITION. The protagonist has lived in Thedas all their life. They have to know SOMETHING about SOMETHING. Let some of the explanations issue from the PC's mouth. Heck, I would be absolutely floored if you did something as cool as (at least occasionally) replace the ? options with an icon that looks like a book to let the PC deliver some erudition on the topic at hand.
Not sure I agree that those examples you cited are problematic. The latter sentences/clauses do provide additional meaning. And that's how people naturally speak when they're not scripted, which such dialog is supposed to emulate. I feel like if they followed your advice and 'corrected' all of those sentences so as to be perfectly concise, it would end up feeling terribly unnatural.4. CUT CUT CUT the dialog. When I went back to replay DA2 a couple of weeks ago, I started making notes of how many times a character will a.) say something, then b.) immediately repeat basically the same thing in a slightly different way. I was up to, literally, DOZENS of examples JUST by the time Hawke & co got to Kirkwall. Heck, assign an editor just to go through the dialog line by line and flag all of these repeats before they get voice-recorded, and the savings will probably be enormous. Plus you'll have SO MUCH more air time for stuff that's NOT A REPEAT OF SOMETHING THAT WAS JUST SAID. I realize this is generally done for emphasis, but if you feel the original statement is weak, emphasize it by fixing that statement, not by rephrasing it and saying it AGAIN.





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