HOW MUCH DIALOGUE SHOULD THERE BE IN A DUNGEON CRAWLER?
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I played a little bit of Persona Q about a year ago and it's a dungeon crawler with all (and more) of the dialogue you'd expect from a Persona spin-off. JRPG'd to the max.
I think the pacing is a little lopsided. The dialogue was frontloaded so hard that when you finally crawled you didn't do so for more than a few minutes before the next cutscene. However, as you progressed the dungeon you got more engaged in the banter the characters had, as if this banter was treated like a treasure chest that you could find.
So my suggestion is exactly that: If you want to add more dialogue to your dungeon crawler, try and make it feel like something the player is being rewarded with for doing the crawl, rather than it be a distraction from the crawl.
I think the pacing is a little lopsided. The dialogue was frontloaded so hard that when you finally crawled you didn't do so for more than a few minutes before the next cutscene. However, as you progressed the dungeon you got more engaged in the banter the characters had, as if this banter was treated like a treasure chest that you could find.
So my suggestion is exactly that: If you want to add more dialogue to your dungeon crawler, try and make it feel like something the player is being rewarded with for doing the crawl, rather than it be a distraction from the crawl.
there is nothing rewarding about the dialogue in persona q when they ruined the characters and 90% of scenes are teddie trying to get his deck sucked
fucking awful game, don't do anything persona q does if you want to make a good game
however, the concept of dialogue as a reward is okay. conversations when you open chests (especially if it's pertinent to the item), before/during/after midbosses, when you reach a new level, just randomly while admiring the scenery, etc. (you'll notice tons of this if you play any of my dungeon crawlers. if you like writing all kinds of dialogue for your characters, the players will probably like them too.)
fucking awful game, don't do anything persona q does if you want to make a good game
however, the concept of dialogue as a reward is okay. conversations when you open chests (especially if it's pertinent to the item), before/during/after midbosses, when you reach a new level, just randomly while admiring the scenery, etc. (you'll notice tons of this if you play any of my dungeon crawlers. if you like writing all kinds of dialogue for your characters, the players will probably like them too.)
author=Craze
there is nothing rewarding about the dialogue in persona q when they ruined the characters and 90% of scenes are teddie trying to get his deck sucked
fucking awful game, don't do anything persona q does if you want to make a good game
however, the concept of dialogue as a reward is okay. conversations when you open chests (especially if it's pertinent to the item), before/during/after midbosses, when you reach a new level, just randomly while admiring the scenery, etc. (you'll notice tons of this if you play any of my dungeon crawlers. if you like writing all kinds of dialogue for your characters, the players will probably like them too.)
Haha, I´m glad you have some actual insight on the game because I only got to play a little before leaving my 3DS behind. It got great reviews, though, but I wouldn´t doubt the secret to that success is the advantage of a popular IP.
Still, yes, the dialogues-as-reward idea is how I would implement dialogues in a crawler.
I don´t have a lot of experience with crawlers in general to be honest, but adding a semi-optional system that allows the characters to converse in a dynamic way that also somehow benefits the growth of the characters on stats or items might be a creative and functional way to do it. I dont´t mean like full-on Persona Social Links, but something more subdued and used in place of a crafting system that also fleshes people out might be fun.















