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Text descriptions?


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13 réponses à ce sujet

#1
rjshae

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Does anybody like to present text descriptions upon entering an area or certain rooms? I.e. little descriptive conversations that provide information not already obvious to the eye or ear. That's one element of in-person gaming that doesn't seem to be used much in computer RPGS; giving the smell of a place, mentioning subtle sounds, strength and direction of a wind, pointing out things of interest, or just presenting a mood.

Modifié par rjshae, 22 septembre 2012 - 04:07 .


#2
kamal_

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Path of Evil had that, to do exactly what you describe, via barkstrings that appeared right after entering the area.

It's very easy to set up.

Modifié par kamal_, 22 septembre 2012 - 05:04 .


#3
Arkalezth

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Yes (I mean, being presented by them when playing, I don't make modules myself).

#4
-Semper-

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you could also blend in message boxes like the ones from the tutorial after starting soz the first time.

#5
Guest_Iveforgotmypassword_*

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I've never done it and prefer to have the party discussing things and have a lot of conversations set up on entering new areas. Come to think of it I don't actually describe anything as I believe in people having their own interpretations and try to make areas set the scene for their imagination if they imagine what I was thinking then that's a bonus.

But having played a couple of mods recently that do that whilst I didn't object I didn't really find they added to my enjoyment either but it's up to the writer.

#6
rjshae

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kamal_ wrote...

Path of Evil had that, to do exactly what you describe, via barkstrings that appeared right after entering the area.

It's very easy to set up.


Well, I meant a little more verbose than a barkstring. Like a paragraph in a dialog window.

#7
bealzebub

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I toy around with it a bit in a few areas in Scourge of the Slave Lords. Sort of like a DM description on enter. I sometimes find it to hard to set the mood I'm looking for just through building.
I can set down some webs, dust, and bone shards, or set them down and add "The ceilings and walls are coated with dusty cobwebs, and shards of a brittle white material litter the floor."
It is good for drawing attention to things that might otherwise be missed.

#8
kamal_

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rjshae wrote...

kamal_ wrote...

Path of Evil had that, to do exactly what you describe, via barkstrings that appeared right after entering the area.

It's very easy to set up.


Well, I meant a little more verbose than a barkstring. Like a paragraph in a dialog window.

If you pop up a dialog window, it's going to get annoying if you do it in every area. I'd keep it to major areas.

#9
I_Raps

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Can you make a barkstring that persists for a few seconds?

#10
Lugaid of the Red Stripes

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The way I see it, NWN2 is mostly a video game, which means most of what a player pays attention to is the visuals - not just the graphics on screen, but how they change, how area are navigated, and whatever sounds or text are directly connected to the visuals. Trying to overlay novel-like text descriptions is just gonna get in the way of how a player primarily experiences the game -- through the visuals.

That said, if you really want the text, then I think what you need to do is somehow integrate that text with the gameplay, i.e. things the player actually does, rather than things that get in the way when the player is trying to do something else.

Conversations are always a good place to stash text, especially if the player has a good reason to pay attention to a particular conversation. For example, you could start a conversation with a companion or even an interior monologue/dialogue at the entrance to the area. Maybe the conversation contains clues to find hidden items, or just advances some kind of side plot with benefit to the player. Maybe the conversation gives the player a chance to make an interesting choice, like to use a special item or ability, or act pertinent questions.

You could do the same with item descriptions, especially plot items like letters and journal notes, but also selectable placeables that default to examine. Give your player a little bit of useful information mixed in with the descriptive text, and they'll be eager to click on it and read. You could even toss them a few XP to reward them for reading.

While some players are eager to read everything, many will ignore barkstrings, floating text, notices, and journal entries altogether. Many will just click through text that seems perfunctory. Its not that they wouldn't enjoy reading the text, just that they're focused on the task at hand and just a little bit lazy. Give them a good reason to read the text, though, and they'll seek out the flavor text wherever you want to hide it.

#11
Dorateen

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Yes, I use a descriptive narrative text frequently. I have done it upon entering an area (The forest and mountains in Edinmoor) and have also used it before encounters.

It is how I attempt at going for more of a pen and paper, table-top feel.

Harumph!

Modifié par Dorateen, 24 septembre 2012 - 02:51 .


#12
Tchos

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I'm using what Semper describes, except I've enlarged the box.  They pop up on entering special areas, as seen here.  I call it DM text.

Modifié par Tchos, 25 septembre 2012 - 06:11 .


#13
Shaughn78

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I have done this and I have tried to use the companions to relay the information to the players. By using the companions you can make the interjections a bit more subjective as well, that way you aren't forcing feelings or perceptions onto the player. Depending on what companions are present different interjections may be given. The ranger may notice the footprints, the cleric the presence of evil rituals, the magic-user the energies that flow through the areas. The fun thing with this approach is you can give conflicting information because these are subjective interpretations on the area. I also include a little bit of info for a player without companions that has a little info but doesn't have near as much as you get with companions.

I also like to have a lot of examinable placeables that have descriptions. That way a player who looks at everything can get a better idea of what is going on in the area, opposed the playerthat runs into the area kills everything then moves on.

Modifié par Shaughn78, 25 septembre 2012 - 11:15 .


#14
GFallen01

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Shaughn78 wrote...

I have done this and I have tried to use the companions to relay the information to the players. By using the companions you can make the interjections a bit more subjective as well, that way you aren't forcing feelings or perceptions onto the player. Depending on what companions are present different interjections may be given. The ranger may notice the footprints, the cleric the presence of evil rituals, the magic-user the energies that flow through the areas. The fun thing with this approach is you can give conflicting information because these are subjective interpretations on the area. I also include a little bit of info for a player without companions that has a little info but doesn't have near as much as you get with companions.

I also like to have a lot of examinable placeables that have descriptions. That way a player who looks at everything can get a better idea of what is going on in the area, opposed the playerthat runs into the area kills everything then moves on.


^ This. Legacy of White Plume Mountain also had something like that; depending on skill ranks, you'd get several Shouts - it could sometimes seem strange when it triggered too late however, due to a failed check or firing. In any case, pretty fun.