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[POLL] IMAGES ACCOMPANYING DIALOGUE: FACES OR BUSTS

Poll

Which do you prefer to accompany the dialogue in RPG type games? - Results

Faces ("facesets") of the characters speaking
15
35%
Busts of the characters (i.e. larger waist-up images) speaking
17
40%
Neither!
7
16%
Other (please explain)
3
7%

Posts

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Max McGee
with sorrow down past the fence
9159
So back in the day most RPG games made in RPGMaker used RPGMaker's default facesets (i.e. the 96x96 face graphics still available in VX and ACE).

Nowadays I see a lot more games using larger 'bust' images (there's another name for these that I'm forgetting) that take up a lot more of the screen and show more of the characters, from the waist up.

And of course now as always there's some games that have made the stylistic choice to use neither and just have

Character Name: Dialogue.

So, which do you prefer (as a player and as a dev)? Yeah, this is not a deep topic. Sorry! But I am genuinely curious which people prefer. I don't really have a dog in the fight one way or another.

Built In Question: As far as identifying the character that's speaking, do you prefer just the image, image AND some kind of name box/speaker tag, or just the name box/speaker tag and no image?
Roden
who could forget dear ratboy
3857
To be honest, as a dev I prefer to just use

Name
(dialogue)

Like FF7/8/9 used to do. I like to keep busts confined to status screens and stuff, where it won't really get in the way. You don't need to see the character twice on the same screen.

For something which is generally using old school "square" sprites as big as the tiles like VX/A, you want to convey emotion through the movement and animation of the sprite itself. It's just more charming and interesting to watch that way.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I prefer cut scenes to be animated and lively, with sprites performing gestures and walking around throughout the conversation. And I think that, at least sometimes, facesets in dialogue boxes can kinda interfere with this by taking the player's focus out of the scene and putting it in the dialogue box instead.

I'm not saying I'm good at actually accomplishing these things, mind you. I'm super lazy about making the cut scenes fun to watch because I see it as non-vital polish that can be added later, and then that "later" never happens.

I do like the big full-body portraits in games like Fire Emblem and Disgaea where they are the entire cut scene. Of course, Fire Emblem can only get away with this because nothing at all ever happens in any of the cut scenes. Disgaea uses big portraits when people are just standing around talking, but switches to sprite-based cut scenes with facesets when there is actually stuff to see, which is a nice attempt to get the best of both worlds, but is also a little jarring.
Isrieri
"My father told me this would happen."
6155
If you're going to have faces/busts. They ought to change based on emotions.

Otherwise, why go through the trouble? Names and dialogue convey all I want to know on the part of the dev. I can use my imagination and usually prefer it unless the art designer can nail it in his/her own way.

The latter option means its often necessary to move the characters around on the screen during scenes too, and that's always a plus no matter what method you use. I find one can convey a lot more emotion via onscreen action than you ever could with a static character portrait.

Faces are pretty good for menus though.
pianotm
The TM is for Totally Magical.
32388
I'll admit that for my contest entries, I don't pay too much attention to the emotions on my facechips, but for my two projects that I hope will actually be good and people enjoy, I am actually making multiple facechips to convey emotions, but I'm really only using them because at the moment, they're a novelty. Beyond that, I don't think they're really necessary. You don't see them in professional games, do you except on occasion? No. They just name the speaker most of time.

Busts? I don't know...they're nice sometimes, but they seem over the top in most cases.
Depends on the cutscene. In my current game, I use a combination of full bust shots and facesets for the cutscenes. But they need to convey emotion. It's a visual cue that the player can instantly associate with.

It also depends on the size of the busts. Please do not let them obscure 2/3's of the game screen, otherwise my attention will be diverted towards the artwork instead of the actual dialogue.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I mean, even without different versions of the face showing different emotions, I guess the flip side to what I said earlier is that having a larger, more detailed version of the character visible helps the viewer connect a little better. It can be a struggle for our puny human brains to give exactly the same amount of empathy to a 28 pixel tall, super-deformed sprite as to a picture of something that looks more a real person. (This is not to say using photos for your facesets is a good idea.)
Max McGee
with sorrow down past the fence
9159
Yeah, I agree with your last comment, LockeZ. I mean, my own puny human brain can actually have a weird amount of empathy for 28 pixel tall sprites but my puny human brain is also a fucking WEIRD human brain. In any case I do think that providing a "higher res" view of the character that can help build empathy or at least understanding is the main strength of facesets and cutscene busts.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Faces. Busts take up too much screen real estate which proves to be problematic in more action-heavy scenes where your attention is intended to be on the background.

For my own games, I've experimented with all of the combinations and they've all got their advantages:

• Just using a face allows you to show subtle/not subtle expressions towards the speaking character's mood.
• Just using a name allows you make use of the most of your message box for the actual text while still allowing your player to know who's talking.
• Using both allows you to acknowledge any significant name (especially one's created by the player) with its own space and color while also allowing you the benefit of using expressions to complete the scene. With the right faceset graphics, this can really make the message box feel lively.

For my main project, however, I'm using both faces and name tags to distinguish important NPCs and heroes from everybody else, to which I only give a face.
Bust portraits convey a sense of size a lot better than just having face portraits or sprites.
They also help visualize "Body language" that also help understand better a character. I like games that at least give a bust that reflects who the character is, rather that how beatiful the artwork looks.
But specting to have a whole set of bust for every single emotion of every character is unreasonable. When conveying emotion in-game , you can' really ask for more than face portraits (i'm talking abour rpgs in general with big parties, a bad guy with multiple urderlings, rather than single characters games, like rust and blood).

So my stand is: i like bust portraits, but i can still be happy with only face portraits, even with text-only like the game "out there" (the brillant use of words in that game is amazing).
I prefer simple facesets. It's a shorter way for the eyes than whith busts.
So you don't have to always leave the textbox to see how the character is looking.

Cutscenes like in FF8 are difficult in RM-Games. Because the sprites are really small and doesn't show much.

I prefer to show the name (if known) of a character.
The player can learn the names better with this. And with a seperate namebox it also looks good.
I prefer facesets. It's good to have some visual accompaniment and it helps clarify who's speaking in case you forget names. Emotion variants are good and all, but I don't think they're necessary.

With busts, it takes more preparation in setting up the scene. They tend to take a lot of space so you need to make sure they don't obscure anything important.
I like busts because I like to show off my character art.
I don't care either way as long as you don't mix Names and bust/faces. I picked faces, though, because a lot of people who use busts cover a large part of the screen with them. They use them lazily - instead of working character movement into scenes they just use the busts to 'distract' the player. I don't like that.

If you're going to use busts the focus is going to be on those busts, so at least work them so that they're not static images. In the case of faces, make those sprites work for you.
unity
You're magical to me.
12540
author=Liberty
I don't care either way as long as you don't mix Names and bust/faces.


Just curious about what you mean here, as I got confused :D
Max McGee
with sorrow down past the fence
9159
There's a weird discrepancy between the amount of people saying they don't like busts and the people voting that they like busts the best that's leaving me scratching my head a little.
Despite the screen space that they take, I like busts more. I mean, when used well, they're awesome!
author=unity
author=Liberty
I don't care either way as long as you don't mix Names and bust/faces.
Just curious about what you mean here, as I got confused :D


I'm of the school of thought that one identifier is enough and more than that is superfluous. That is, if you have the name of the character talking already identifying the talker, then adding a bust/face isn't necessary since you already know who's talking.

Some people will say "Oh, but you won't know the names." Except you do - more often than not your character is talking to another - and you should know your characters' name by that point. Of course, if there's a room full of people who are all talking it can be a bit hectic, but sprite flashing helps with that. I'll never understand why it was removed from Ace. It's such a good event command - great for pointing things out to the player.
:sigh:

Ratty524
The 524 is for 524 Stone Crabs
12986
I'm on the "don't care either way" side, if that exists in this thread outside of Liberty's post. Both have their pros and cons; they can make your dialogue scenes look shitty if abused, but enhance it if utilized correctly.

Faces Pros/Cons:
+ You take up less space on the screen
+ A generally "safe" pick for games that have most of their action taking on the rest of the screen
- They are pretty condensed. Some people would like to see a character's full artwork.

Busts Pros/Cons:
+ Provides you the opportunity to use convincing body gestures/poses.
+ Some people like the extra detail.
- It doesn't really look good to have these portraits flashing about and have action going on at the map at the same time, so you are better off shifting focus away from what's going on at the overworld as much as possible if you use these.
nhubi
Liberté, égalité, fraternité
11099
author=Max McGee
There's a weird discrepancy between the amount of people saying they don't like busts and the people voting that they like busts the best that's leaving me scratching my head a little.

Some people vote without posting. I did. But now I have, here's the reasoning.

I like busts in specific situations, in ones where cut scenes are static and all the interaction is conversational. If you don't have those in your game then either face sets or <name>: dialogue is fine, because what you will (should) be concentrating on is the cutscene movement and action.

Personally as regards to casual dialogue, I really like that little pop up conversational script (no idea what it is called, Deckiller used it in the first chapter of Radiant Chain) that just has comments appear as the party is walking through an environment. It allows for a sort of musing conversational style that appeals to me because its what I tend to do in casual conversations - Walk and Talk.
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