4 ms·
There's few things I dislike more in 3d games than selecting dialogue flow. Especially if there are important hint inside. Cinematic scenes should be a quick br
by skydhash 2y ago
There's few things I dislike more in 3d games than selecting dialogue flow. Especially if there are important hint inside. Cinematic scenes should be a quick break from the flow of the game, but those feels more like reviewing forms. Either gives me a proper cinematic, or a journal/note/description thing for me to read.
- flkiwi 2y agoI don't mind if there's meaningful choice that can affect later gameplay, but clicking through lines of dialogue feels like an unnecessary step. (Again, I'm completely open to the response that this is just how it is in this genre, but from a more general audience perspective it feels strange.)
- imbnwa 2y agoLikely a business decision to save on VA billable hours via nostalgic RPG trope.
- flkiwi 2y agoVA = "voice actor"? Because, if so, that's the funniest part: having to click A after someone responds, in spoken words as well as onscreen, "Hmmmm". It's almost charming, but it seemed deeply, deeply unnecessary to me. (Also just a quirk so far.)
- imbnwa 2y agoYou're right, I missed that you were talking about the click-through dialogue specifically for the special event dialogues
- ASalazarMX 2y ago> or a journal/note/description thing for me to read It's incredibly hard to please everyone. I don't like reading in games, the UX is awful. If I wanted to read I wouldn't have started a game in the first place, I read books not games.
- piafraus 2y agoNot saying your opinion is not valid, but just voicing that this might be good for other consumers. For me - journals/notes/description and even video scenes - is something I cannot focus on, so ignore most of the time. However selecting (even fake) choices keeps me engaged and more "role playing" as if I am saying those lines and live through the dialogue.