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Breaking Up: Text Boxes, Line Length, and You

author=Max McGee
Can you spot the grammar error in this sentence?

I believe it's the "them." And it should be "and I sell it up front." Maybe? I can't see anything else, except maybe commas for the prepositions.

I could be wrong, because me fail english is unpossible.

@Kentona -
It is a nightmare keeping messages all in that tiny box. I mean I consciously and meticulously try to do it, but it's unpossible for some messages. For me, especially displaying tutorials in a message box. Should probably use pictures, actually, now that I think about it.

author=KingArthur
Personally, I think good writing also involves making the written text visually pleasing to look at.

This is true for the experience, but do you mess with the spoken dialogue of a character to make the text more visually appealing?
I try to reconcile the too, but it's hard, especially when I put a high emphasis on characterization through speech.

[Poll] Why aren't you making a puzzle for BQ: TNG?

I didn't know this was going on. Which is pretty strange, since I visit the rmn often.

I would have been interested in making a puzzle, and then I probably would have changed my mind when I saw this is on Ace.

But I honestly didn't notice.

Metal Gear Solid Movie Announced

author=LockeZ
(having only played MGS2)

Metal Gear Solid 1 is the only one with a storyline that's worth noting. And it is the single best (one encased event) spy drama of all time.

Screen tint on battle animations

@LockeZ - Yeah, that's an idea, but I feel like that's a lot of work to turn out something I'll probably not be satisfied with anyway.

@Lotus_Games - I'm using the DBS, unfortunately. The CBS encounters in my game don't have this problem, because the characters are not included in the attack animations like they are in the DBS fights.

As for your suggestion, I know that's the ultimate possibility. Retinting each animation wouldn't be too bad. Making sure those animations are correctly assigned for nighttime/dusk/fire/etc situation and making duplicate equipment and skills for each to be quietly replaced before the start of battle is the nightmare. It's possible, but I'd probably be better off making a total CBS.

@NewBlack - That's a pretty genius idea, NB, but I'm not sure if the mechanics work like that exactly.

As I recall, battle animations appear as a higher priority over pictures, which would mean the overlay wouldn't affect the animation. I know I've had a picture explode onscreen using animations, but I don't know if that patch works differently.

Screen tint on battle animations

author=Darken
p.s. it is very crucial that you rename magic to magick for 100+ cool points.

I'm glad you pointed that out. I totally do not know why it isn't spelled that way already. Most of the dialogue in the game it's spelled magick, just not in the string for whatever reason.

As for the separate battle animations for tinted screen, you can imagine that's a nightmare when the animations are assigned by the weapon or skill the character is equipped with.

(Actually, the guy in the red armor goes in and out of his armor often, and I have a perpetual equipment/skill changer for him based on which outfit he's in. But that's one guy. Not every character, every color situation, every weapon, every skill animation.)

In the case of the burning village, the fire is a parallel pulsating color tint, a tinted animation for one weapon would stand out from the other end of the pulsating spectrum.

So yeah... I dunno, I'm stumped.

Screen tint on battle animations

Okay, so in 2k3, I do the thing where your battler disappears and the character is included in the battle animation of the weapon for all of my characters.

And the flexibility is great.

I have one problem. Battle animations aren't affected by the in game screen tint. So whenever it's nighttime or anything, I get this:

Standing


Attacking




They're normal tinted despite the nighttime fire lighting. The same happens for any battle pose that I use an animation for, such as victory poses.

What can I do about it?

Death of child too much for a game? How dark/mature can I go?

author=LouisCyphre
It's your skill as a storyteller and a designer that makes it mature or lends it depth, not the matter at hand. If you're lacking, it will be clear because the scene will become trite or even laughable.


Yes.

Execution above concept always always always.

Task Length (Not Playtime Length)

author=LouisCyphre
Nothing about how to establish a session length? Nothing about how to play around with session length effectively, and how doing so can establish or ease tension in the player?

You're just not getting an answer you want, but they ARE answering. The current consensus is that there is no consensus on preferable playing time for a given segment.

And seeing how you can't accommodate all or even most of your gamers, the only thing you can work with is consistency. Have these relief junctures occur at reasonably similar times.

As for what those relief junctures can be, the most obvious one in RPGs is not save points(because I think you should be able to save very often), but rather healing spots. The end of the previous cycle of attrition.

If you're playing a dungeon crawl, you haven't hit relief until you're back in town selling item drops, repairing/buying equipment, hitting the inn. For action games, there's relief when you complete the level.

You can control it by doing things like limiting inventory. Say you can only hold 10 restorative items. If the gamer is forced to ration, they'll feel the checkpoint relief of seeing the next item shop.

Save points don't offer relief if there's no real threat of failing at the moment or from the section the gamer just survived, or if the gamer has no intention of stopping.

In order to use tension, you must create tension. But I've found in traditional RPGs that this isn't normally used, and that game segments are divided into dungeons and plot progress.

In any case, length of time should be irrelevant(since there's no consensus), and denying the gamer the ability to stop playing doesn't improve the game experience. That's what you can take from the discussion.

=========================================================

What the hell does length of a task have to do with communicating with the gamer? You must explain if you want the discussion to stay on your topic.

For me, the real discussion is building and releasing of tension. In neither case does this have to do with length of time for RPGs. I can play an RPG for 3 hours without feeling any tension whatsoever, or play a game with near zero gameplay like Heavy Rain for 10 minutes and feel immense pressure.

Generally this is more pertinent in action games, being that the gamer is on edge for the entire time before the next break in the action. So being on edge for longer means something.

In RPGs, you're not normally on the alert constantly like in an action involved game. So increasing the time you spend casually playing before a relief doesn't ratchet up the tension.

In essence, I disagree with your assertion that session spacing serves game design. I believe the game design, the degree of difficulty especially, dictate the reasonable period before you need to grant a relief. This is the case for all games. But in RPGs that's only a factor as to not frustrate the gamer, and not as a tool for building tension.

Task Length (Not Playtime Length)

'Session' is definitely the wrong word. Session fits what Max and Infection are describing much moreso. Hence the confusion over the topic.

Anyway, it's important to note that players progress at different paces. So even if two different players want to play exactly an hour, a given segment of the game might take them different amounts of time to complete. This is especially the case if the segment is not linear or requires some sort of skill to advance(of which puzzle solving is included).

Olympics 2012

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I love her.