THE 9 THINGS THAT I HAVE LEARNED FROM THE RMNCASTS
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About using pauses in dialog ... I hardly know what to think ... I mean there are so many other things to put instead of pauses.
I am guilty of pauses in dialog too... but only 5 people have played my games.
I am guilty of pauses in dialog too... but only 5 people have played my games.
I find that I actually enjoy pauses in dialog. Well, not enjoy, but appreciate. They do create a desired effect in reading. And I know not everyone reads the same speed, yadda yadda, but it can be a useful effect.
What sucks though, is when you die after a long cutscene and have to read through the pauses all over again. It's painful. Horrid. Makes me never want to use pauses again.
So, it's better to not have them. They aren't that essential, and the game changes very little from not having them.
What sucks though, is when you die after a long cutscene and have to read through the pauses all over again. It's painful. Horrid. Makes me never want to use pauses again.
So, it's better to not have them. They aren't that essential, and the game changes very little from not having them.
post=88967
It makes the characters seem far more like they're talking to you. When people talk they don't release a whole block of text all at once.
I like how you "missed the point".
post=88960
I find that I actually enjoy pauses in dialog. Well, not enjoy, but appreciate. They do create a desired effect in reading. And I know not everyone reads the same speed, yadda yadda, but it can be a useful effect.
What sucks though, is when you die after a long cutscene and have to read through the pauses all over again. It's painful. Horrid. Makes me never want to use pauses again.
So, it's better to not have them. They aren't that essential, and the game changes very little from not having them.
You're missing the point. There are better ways to deal with rereading long cutscenes. Intelligent save point placement and giving the player an option to skip them rank high there.
The problem is that even though we'd like to concede pauses can be a useful effect, they're at most very rarely used in a way that works, and I would not be surprised if creator bias often blinds people to the low points of their own use of pauses. (I include myself in that potential group. Aurora Wing had instantaneous text speed but sometimes pauses between text boxes, and with some distance I'm not at all sure people took that well. I never heard complaints about it, but if people were going to mention things going slow, when it came out the AI was certainly a worse offender...)
post=88967
Pauses in text have never bothered me; it makes the characters seem far more like they're talking to you. When people talk they don't release a whole block of text all at once.
Yeah. If only English had some kind of system where we could convey not only words, but also the flow of speech. Like, perhaps a set of marks of some kind. You know, we could use them to... what's the word... punctuate our text, so the reader could parse it in their head as they were reading it.
I can't think of anything like that though.
post=89096
Yeah. If only English had some kind of system where we could convey not only words, but also the flow of speech. Like, perhaps a set of marks of some kind. You know, we could use them to... what's the word... punctuate our text, so the reader could parse it in their head as they were reading it.
To FG's credit, if the inventors of written language had \| and \. at their disposal, you'd have seen them everywhere.
post=89106So, you would have liked to read works of such authors as William Shakespeare and Charles Dickens for your literary class with the addition of \| text \| that \| pauses \| itself \| slowly \| being \| revealed \|. \. To \| be \| fair though, \| that wouldn't have made much of a difference \| for many with low reading ability.post=89096To FG's credit, if the inventors of written language had \| and \. at their disposal, you'd have seen them everywhere.
Yeah. If only English had some kind of system where we could convey not only words, but also the flow of speech. Like, perhaps a set of marks of some kind. You know, we could use them to... what's the word... punctuate our text, so the reader could parse it in their head as they were reading it.
As long as they're not overdone, I don't find pauses very annoying. In fact, they're quite useful in between long blocks of text for the player to process info.
Still, I'd add a function that writes all text at once, or faster, for those who want to get through it quickly (like when I test a cutscene for the 10th time).
Still, I'd add a function that writes all text at once, or faster, for those who want to get through it quickly (like when I test a cutscene for the 10th time).
Because nobody can process four lines of text in less than thirty seconds.
The only way I could stand pausing being used, is if it were in time with what is going on on screen.
The only way I could stand pausing being used, is if it were in time with what is going on on screen.
post=89131
As long as they're not overdone, I don't find pauses very annoying. In fact, they're quite useful in between long blocks of text for the player to process info.
It's a good thing the messages wait for you to press the confirm key in order to go on to the next message.
@GameOver: God, I would've hated reading Dickens and Shakespeare covered in dramatic pauses, but I'm sure people who actually like and anticipate the text from those works would have an orgasm over it.
Same goes for the game: if the work is good enough that it merits a dramatic pause and the pausing doesn't ruin the game, then it's absolutely acceptable.
But \| THIS \| probably \| only \| made \| a \| bad \| game \| worse \| because \| nobody \| who \| isn't \| braindead \| thinks \| this \| is \| a \| good \| idea.
Same goes for the game: if the work is good enough that it merits a dramatic pause and the pausing doesn't ruin the game, then it's absolutely acceptable.
But \| THIS \| probably \| only \| made \| a \| bad \| game \| worse \| because \| nobody \| who \| isn't \| braindead \| thinks \| this \| is \| a \| good \| idea.
post=89162YI don't think of dialogue (important: dialogue) in videogames the same way I think of written text in books. The characters are saying what they say in "real-time" and pauses can add to that effect (if used properly).You're using the qualifier "if used properly". 99% of the time, pauses in RM games are not used properly.
Pay very, very close attention to the point of the next sentence, F-G, because you seem to be missing it completely: if you're using pauses as a stand-in for what punctuation marks already accomplish (i.e.: control the flow of the narrative) you are using them improperly. Full stop.
post=89141No, no we wouldn't. It would make us hate the books. Taking the effort to turn a page or pressing a button to go to the next message box is enough dramatic pause, thank you very much.
@GameOver: God, I would've hated reading Dickens and Shakespeare covered in dramatic pauses, but I'm sure people who actually like and anticipate the text from those works would have an orgasm over it.
De acuerdo.
I don't know if this works for XP and VX (I've only tried in RM2k3), but if I were the type that hates dialog pauses without exception, I would run Test Play from the maker and just hold Shift the entire time, making text boxes fill out instantly. Seems like a sensible thing to do, and I don't know why there's no option like this in the standalone exe.
I don't know if this works for XP and VX (I've only tried in RM2k3), but if I were the type that hates dialog pauses without exception, I would run Test Play from the maker and just hold Shift the entire time, making text boxes fill out instantly. Seems like a sensible thing to do, and I don't know why there's no option like this in the standalone exe.



















