Abriael, you don't know how to tell a story in a video-game medium.
Wall-of-text never even worked for Star Wars intros.
Abriael, you don't know how to tell a story in a video-game medium.
Wall-of-text never even worked for Star Wars intros.



Marketing teaches that the whole concept of "average person" is a logical fallacy.
Go tell it to Monkey Island, King's Quest, Final Fantasy, Baldur's Gate and quite a lot of other extremely successful games the text of which could easily fill thousands of walls.
Want more modern examples? Oblivion, The Witcher 1 and 2 (and The Witcher 2 is all the rage nowadays), Mass Effect 1 and 2... How do they convey the biggest part of their lore? With books )or similar). What are books? Walls of text.
Sorry to burst a bubble, but text in videogames still isn't dead. It's actually quite far from that point, especially for telling stories, and even more side-stories and general lore.
Pokemon is the most shining example of repeatitive grinding brought to the extreme consequences. And people (me excluded, mind you) love it.
Capture pokemon -> travel trough such an absolutely nondescript land that describing it as "monotonous" and "repeatitive" is equal to giving the designer undeserved prize -> fight aganst nondescript opponent through an oversimplified, skill-less fighting miningame -> Capture pokemon -> travel trough such an absolutely nondescript land that describing it as "monotonous" and "repeatitive" is equal to giving the designer undeserved prize -> fight aganst nondescript opponent through an oversimplified, skill-less fighting miningame -> Rinse, Repeat, until you chaugt them all.
Last edited by Abriael; 05-30-2011 at 05:27 PM.
Walls of texts in video games and movies can be done but why do that when it's the wrong medium? Go write a novel if you want to write one.Marketing teaches that the whole concept of "average person" is a logical fallacy.
Go tell it to Monkey Island, King's Quest, Final Fantasy, Baldur's Gate and quite a lot of other extremely successful games the text of which could easily fill thousands of walls.
Want more modern examples? Oblivion, The Witcher 1 and 2 (and The Witcher 2 is all the rage nowadays), Mass Effect 1 and 2... How do they convey the biggest part of their lore? With books )or similar). What are books? Walls of text.
Sorry to burst a bubble, but text in videogames still isn't dead. It's actually quite far from that point, especially for telling stories, and even more side-stories and general lore.
People don't understand the medium they are using if they make a video game with ten times as much text as there is interactivity.
/sigh
Humans are peculiar.
Text it easier to read and understand then speech. It is also the better for memory.Walls of texts in video games and movies can be done but why do that when it's the wrong medium? Go write a novel if you want to write one.
People don't understand the medium they are using if they make a video game with ten times as much text as there is interactivity.
/sigh
Humans are peculiar.



And still even those features vary from person to person, in intensity, detail, orientation and so forth. But do go on oversimplifyingMarketing does not teach that. It teaches different people have different values and react to different things.
All human brains have a number of "core" features, such as a drive to reproduce, instinctual reflexs, etc. These are all products of evolution over millions of years.
Do they teach to resort to meaningless strawman arguments in behavioural sciences classes?If there weren't "average people" then everyone would be completely unique and nothing would appeal to a large enough group of people in order to warrant mass production.
Put another way: If there wasn't an ingrained genetic reason as to why humans enjoy games, and only a few people liked games and they all liked completely different types of games, this MMO would not exist.
Marketing teaches that there are many "averages", and that new "averages" can be created every day, that's the whole meaning of target. Cereating any kind of product for some abstract kind of all-encompassing "average" (including games), is something that can lead only to failure.
And says who that it's the wrong medium? Videogames were born with text, even MMORPGs. Text in videogames will never go away, as it's a foundational part of the medium.
I'm quite sure that "people" from Bethesda, CDProjekt, Bioware and, mind you, even Square Enix, understand the videogame medium quite a lot better than you.People don't understand the medium they are using if they make a video game with ten times as much text as there is interactivity.![]()
Last edited by Abriael; 05-30-2011 at 05:36 PM.



Considering that you spend most of the time fighting monsters, walking around and doing similar things, they don't "emphasize scrolling text-walls over interactivity" in general (while it has to be noted that text and interactivity are NOT in conflict, and thinking that they are really means knowing nothing about the medium).
This doesn't change the fact that text is still the best way to convey complex lore, which is what we're talking about.
And yes, they understand the medium quite a lot better than you. That's why they're on the payroll and you're on a forum.
You say it's "the best way to convey complex lore" when in reality you just mean it's the easiest.Considering that you spend most of the time fighting monsters, walking around and doing similar things, they don't "emphasize scrolling text-walls over interactivity".
This doesn't change the fact that text is still the best way to convey complex lore, which is what we're talking about.
And yes, they understand the medium quite a lot better than you. That's why they're on the payroll and you're on a forum.
And yes, I agree, I am severely underpaid considering I have to tell everyone how to do their job.
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