Jump to content

Narrative Campaign General Discussion?


 Share

Recommended Posts

Do we really need dialogue to tell the story?

Certainly a hot take, but I find cutscenes (especially with voiceovers) in RTS's very awkward. Why would Carthaginian generals talk in English? And with the moments of silence in between shouted lines, speeches sound very unnatural and feel everything else but "real". If anything, it takes away from the immersion for me.

But I have a strong suspicion I may be the only one here who thinks this way :D

Link to comment
Share on other sites

32 minutes ago, Vantha said:

Carthaginian generals talk in English?

Like movies, they have an audience. The audience is the one who listens, they call it the communication process, if you interrupt them the message is not delivered.

1366586771_R(5).thumb.jpeg.049e6bccd581ef61444181d102bf195e.jpeg

Sí yo te escribo este mensaje en español, no lo vas entender especialmente si no usas un traductor.

Quiere decir que no  lo estás decodificando.

Edited by Lion.Kanzen
  • Thanks 1
Link to comment
Share on other sites

39 minutes ago, Vantha said:

Do we really need dialogue to tell the story?

Certainly a hot take, but I find cutscenes (especially with voiceovers) in RTS's very awkward. Why would Carthaginian generals talk in English? And with the moments of silence in between shouted lines, speeches sound very unnatural and feel everything else but "real". If anything, it takes away from the immersion for me.

In my mind, there are three ways to convey information in a video game (i.e. Plot)

The first way is atmospheric story telling. I.E. there's a skeleton right next to a dark cave. The player then gets the impression that something dangerous is there.

The second way is lore dumps. This could be a book or terminal in game, or the loading tip. They're nice to know information that flushes out the world. It's not necessary, though, and you can not look for it and ignore it.

The final way I think information is given is direct information given to the player that is necessary for them to complete and/or understand the game. I call this dialog, though there could be a better way to say it. Basically, it's the thing that says. "Hey, Player, you need to get these elephants over the alps"

Now, of course you could do this different ways. You could have a description before starting the scenario "One day Hannibal decided he wanted to take his elephants to go visit Rome, and to do so he needs to get over the alps"

Or you could have direct dialogue (which is how you meant dialogue) like:

"Hi Hannibal, what do you want to do today?"

"Well, I've been thinking and I kind of want to take my elephants to go see Rome."

"Well, first we'll have to get them over the alps"

I wrote the examples rather silly, but I think you get the basic point.

For scenarios for 0 A.D. We'll often need to make it very clear to the player what they need to do. And in those cases I think direct dialogue would be better. There's a rule in writing that isn't always right called show, don't tell. And I do think showing what is happening in cutscenes and dialogue is better than just telling with a text box that says. "Move the Elephants across the alps"

 

I agree with @Lion.Kanzen with the translation. We wouldn't probably have voice actors, so that would give us a bit more wiggle room if we just have written dialogue to help address at least the silence problem.

The only problem is you'd be brought out of the game whenever there's dialogue because you'd have to read it, so we'd probably use it sparingly anyway, mostly at the start and end of the scenarios.

 

Link to comment
Share on other sites

1 minute ago, ShadowOfHassen said:

In my mind, there are three ways to convey information in a video game (i.e. Plot)

The first way is atmospheric story telling. I.E. there's a skeleton right next to a dark cave. The player then gets the impression that something dangerous is there.

The second way is lore dumps. This could be a book or terminal in game, or the loading tip. They're nice to know information that flushes out the world. It's not necessary, though, and you can not look for it and ignore it.

The final way I think information is given is direct information given to the player that is necessary for them to complete and/or understand the game. I call this dialog, though there could be a better way to say it. Basically, it's the thing that says. "Hey, Player, you need to get these elephants over the alps"

Now, of course you could do this different ways. You could have a description before starting the scenario "One day Hannibal decided he wanted to take his elephants to go visit Rome, and to do so he needs to get over the alps"

Or you could have direct dialogue (which is how you meant dialogue) like:

"Hi Hannibal, what do you want to do today?"

"Well, I've been thinking and I kind of want to take my elephants to go see Rome."

"Well, first we'll have to get them over the alps"

I wrote the examples rather silly, but I think you get the basic point.

For scenarios for 0 A.D. We'll often need to make it very clear to the player what they need to do. And in those cases I think direct dialogue would be better. There's a rule in writing that isn't always right called show, don't tell. And I do think showing what is happening in cutscenes and dialogue is better than just telling with a text box that says. "Move the Elephants across the alps"

 

I agree with @Lion.Kanzen with the translation. We wouldn't probably have voice actors, so that would give us a bit more wiggle room if we just have written dialogue to help address at least the silence problem.

The only problem is you'd be brought out of the game whenever there's dialogue because you'd have to read it, so we'd probably use it sparingly anyway, mostly at the start and end of the scenarios.

 

May be skip the dialogue if you are speed runner.

Link to comment
Share on other sites

2 hours ago, Lion.Kanzen said:

Like movies, they have an audience. The audience is the one who listens, they call it the communication process, if you interrupt them the message is not delivered.

1366586771_R(5).thumb.jpeg.049e6bccd581ef61444181d102bf195e.jpeg

Sí yo te escribo este mensaje en español, no lo vas entender especialmente si no usas un traductor.

Quiere decir que no  lo estás decodificando.

I don't think its comparable to movies. But you're right, players will click away if Hasdrubal starts talking in Phoenician. :P

 

1 hour ago, ShadowOfHassen said:

The second way is lore dumps. This could be a book or terminal in game, or the loading tip. They're nice to know information that flushes out the world. It's not necessary, though, and you can not look for it and ignore it.

i believe that's something we should provide as well. A small page called something like "historical background" that explains the campaign's historical context. And helps players embed the story told into their existing knowledge (Carthage, Rome, Punic Wars, Hannibal, ...)

 

1 hour ago, ShadowOfHassen said:

You could have a description before starting the scenario "One day Hannibal decided he wanted to take his elephants to go visit Rome, and to do so he needs to get over the alps"

Well, I'd actually prefer this. It's more like paging through a history book. But I'll leave that decision up to you writing minds.

Link to comment
Share on other sites

7 minutes ago, Vantha said:

I don't think its comparable to movies. But you're right, players will click away if Hasdrubal starts talking in Phoenician. :P

 

i believe that's something we should provide as well. A small page called something like "historical background" that explains the campaign's historical context. And helps players embed the story told into their existing knowledge (Carthage, Rome, Punic Wars, Hannibal, ...)

 

Well, I'd actually prefer this. It's more like paging through a history book. But I'll leave that decision up to you writing minds.

So what if we had a kind of overview when you start the campaign, a section called historical background, then we have a description that shows up in the scenario selection area and during loading and finally there is some dialog/ objective information in game.

 

I mean, in a single scenario you might have multiple objectives I.E. destroy the tower, build a civic center, train 10 hopilites, and you kind of need to get the player to realize they need to do that.

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...