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[RMMV] MORE OF A QUESTION REGARDING OPINIONS & THOUGHTS ABOUT THIS PROBLEM

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Hi all.

I've been asking myself what the best option would be with this, and I'd like to ask around cause I can't really figure out what the best thing to do is here.
What I need help with is that I'd like you to state your opinion on this issue of mine.
So onto what I'm stuck on.

When you're playing an RPG Maker game, would you prefer to have cutscenes and just regular talks in between characters to have the text boxes state their thoughts & emotions or would you rather not?

Here is a visual example.
When characters are engaging in a conversation.


And then it shows how the character reacts to what he has said as example.


It's a quick example I whipped up, but I'm sure you get what I mean.
I'm just curious as to hear what other people think of this.
It's not some technical issue by any means, but I've given it some thought and while writing the draft for a game I was just wondering if this would be a good route to take.
I am by no means an expert at making cutscenes and what not and I don't think there are any ways of having characters share emotions and such other than by making use of balloons.
However there is only so much balloons can do, while I do plan on making use of them still.

Apologies in advance if I have repeated saying the same thing multiple times, but I did my best to get my point and my problem across here.

What do you guys think?
If you have any suggestions, by all means I'm all ears.
unity
You're magical to me.
12540
I personally don't like the "hero nods in agreement regarding the problem" bit, especially if the hero has basically stated the same thing with his words. It feels redundant. It would be a little more agreeable if the hero was a silent protagonist and could only express himself with actions or something.

Some explaining in this manner can be unavoidable. I mean, you could argue that the act of picking up items and the game telling you what you got could fall into this. But when it comes to conversations, generally I feel like it slows down the game and I personally prefer that the characters convey their meaning through mostly their words.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
Don't forget about balloon icons! You don't even have to use the default ones because they're easy to replace for your own custom ones.

Additionally, small edits to sprites and subtle applications of stepping animations and movement can work as body language and help them convey emotion.

Don't do that. If you absolutely must convey that emotion, make a sprite edit where the hero nods or shakes his head. Look at Chrono Trigger as an example of that.
Thank you for the replies, I'll take what you've said and work with it.
I know what to do now.
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