Forums

                   

[Design Input] How do you feel about NPC dialogue in games?

Talk about anything related to Pumpkin Online.

Poll: What kind of NPC dialogue are you expecting?

Short one or two line comments of the day
3
13%
Longer Conversations with dialogue trees
7
29%
Does not matter I always tend to read the dialogue as long as it's interesting.
14
58%
Total votes: 24

User avatar
Sakura02

Lead Developer

Posts: 80

[Design Input] How do you feel about NPC dialogue in games?

Post#1 » Tue Mar 03, 2015 11:21 pm

Image

Hi again Thanks, for everyone who commented and gave some feedback on the marriage previously. Now we're looking for another set of player input, about the dialogue. I would like to know what everyone's feedback is and comments are when it comes to NPC dialogue in games

1. On average do you tend to skip dialogue or do you try to read what the NPC has to say.
2. Under what circumstances do you start skipping over dialogue.
3. Do you like short 2 liner dialogue (similar to HM and Animal Crossing) or do you like more involved dialogue with dialogue trees and branching responses.
Or does it not matter so long as the writing is interesting.

Thanks looking forward to player feedback :3
Top

Poyox4

Pumpkin Seedling

Posts: 4

Re: [Design Input] How do you feel about NPC dialogue in gam

Post#2 » Wed Mar 04, 2015 2:26 am

Usually, in games, I tend to either skim or skip over NPC dialogue, provided the NPC isn't an integral part of the story. In this case, however, each NPC is important.

I've played Harvest Moon, Rune Factory, and multiple otome and visual novel games, and one thing I've found is that I hate repeating dialogue. This is especially the case in Harvest Moon where each character repeats the same line every day until you either A) increase their heart level B) unlock some special heart event or C) visit them on some sort of holiday/event.

I understand the need for repeating dialogue in a genre like Harvest Moon where the point of the game is to basically repeat the same actions every day with little variation. Don't get me wrong -- I love Harvest Moon -- but there comes a point in one's life where one has to question why it has to be this way.

For Pumpkin-Online, I suggest a similar route. Have a set of dialogue for each character that replays every day until the player unlocks a special quest and/or gets closer to them. For each heart level, however, instead of the 1-2 different lines Harvest Moon uses, I'd suggest 10-20 different lines per character for much more variation. Even 5 is an accomplishment! Keep in mind this does not include the different dialogue a character would say when receiving a present or during some sort of special event/quest and there should also be other dialogue after getting into a relationship with an NPC and getting married.

And please, do not make trivial or irreverent dialogue. If you're going to have a certain amount of dialogue per character, please don't let the dialogue be about the weather because that does nothing for the game, plot, or character development. Every single piece of dialogue should reveal something new or interesting about the character, whether that be an estranged family member that character recently reunited with or a hobby they just got into.

But, you know, if you have to include weather dialogue, at least make it unique. Instead of the generic "Hi. How are you doing? It's sunny today. I like sunny days. Do you like sunny days? Oh wow. Me too." do something more along the lines of "Yoyoyo [insert player's name here]! I see you've come down to the shop today. Whaddya want ta buy? Seeds? Furniture? It's sunny today. Maybe you want to buy some sunglasses? Hint hint, wink wink." or something like that. Something INTERESTING.

P.S.: Excuse my ranting, but some NPC dialogue really peeves me, and I want someone to do something about it! Btw, I just noticed the adorable pumpkin emoticons you added to the website! I love them! :) :D B-) :x (:| [blank]
Top

Poyox4

Pumpkin Seedling

Posts: 4

Re: [Design Input] How do you feel about NPC dialogue in gam

Post#3 » Wed Mar 04, 2015 2:30 am

Oh yeah, sorry, I forgot to add this but the idea of dialogue trees sounds good -- no great -- too. Honestly, I'm fine with dialogue trees or "comments of the day" so long as there's not the exact same piece of dialogue repeating every single day or once you've maxed out a character's dialogue, the character just sticks with saying that very last bit of dialogue they said to you. You know, for like forever.
Top

User avatar
Eiburine

Supporter

Posts: 75

Re: [Design Input] How do you feel about NPC dialogue in gam

Post#4 » Wed Mar 04, 2015 4:49 am

1. I always listen to what npcs have to say :)

2. ...Unless it's one of those games that use the same kinds character models for their npcs, because I feel like if I've seen one, I've seen them all. Then I skip. Luckily since Pumpkin Online has many unique looking npcs this isn't a problem. :D

3. I personally like trivial and irrelevant dialogue mixed in with important character development. I also like how Animal Crossing has varied dialogue, for example a character talks about how much they like spaghetti. The next time they talk about food they say they like apples. Basically I like how the game randomly chooses a food from some list. :) This kind of repetitive dialogue feels a lot fresher and interesting than pre-written lines like in HM.
Top

User avatar
Dineosoar

Spicy Pumpkin

Posts: 271

Re: [Design Input] How do you feel about NPC dialogue in gam

Post#5 » Wed Mar 04, 2015 7:23 pm

1. On average do you tend to skip dialogue or do you try to read what the NPC has to say.

I try to read what the npc has to say as long as I've not heard it before.

2. Under what circumstances do you start skipping over dialogue.

When they start repeating something I've heard before or have said something similar.

3. Do you like short 2 liner dialogue (similar to HM and Animal Crossing) or do you like more involved dialogue with dialogue trees and branching responses.

A combination would be nice, majority of short lines and then every now and then they'd ask a question or something. Animal crossing is a great example but, if you do go that route try to put a variety of short lines to say. I think I may die inside if you do the Harvest moon same thing every day. There is no real socialization in Harvest Moon day to day life.

Some people have boring jobs, and will look to people to fill their boredom, so it's important to have some variety.

Edit: But Mercy on my soul if you do the way animal crossing has personalities to text, Here I am talking with my Deer boyfriend and then this squirrel comes in talking exactly like him. Do not.
-_-_-_-_-_-_-Image-_-_-
Top

User avatar
Jymaru

Supporter

Posts: 78

Re: [Design Input] How do you feel about NPC dialogue in gam

Post#6 » Thu Mar 05, 2015 12:28 am

1) I always read every dialog box presented to me

2) The only thing that would make me skip is triggering discussions

3) I don't mind, I'll read and enjoy what I'm given
Top

User avatar
Kattycake

Pumpkin Seedling

Posts: 24

Re: [Design Input] How do you feel about NPC dialogue in gam

Post#7 » Thu Mar 05, 2015 7:19 pm

Animal crossing dialogue is an amazing example. Just as Dineosoar mentioned.
Top

User avatar
coralonline

Pumpkin Seedling

Posts: 4

Re: [Design Input] How do you feel about NPC dialogue in gam

Post#8 » Sat Mar 07, 2015 8:31 am

I hate repeating dialogue like most Harvest Moon games have. Where you have to change season or heart level for them to say anything new. I love the option to say things and have it affect the outcome of the conversation (like a choose your own adventure thing). But I also need to be able to save in case I screw up and they do get offended when I go with the off-the-wall/rude response. I don't think that will be possible in this game, though.

The only time I skip through dialogue is when it is really boring, I've read it before, or it's instructions that I don't need because it's something I already know. My favorite part of Harvest Moon was the dialogue and the storyline. I liked getting to paint a picture of each person and getting to know more about their past through what they said and the closer I got to them so the more they would open up.
Top

User avatar
Velktor

Supporter

Posts: 4

Re: [Design Input] How do you feel about NPC dialogue in gam

Post#9 » Sat Mar 07, 2015 11:34 am

1. On average do you tend to skip dialogue or do you try to read what the NPC has to say.

If the character seems to be saying something original, then I won't skip. If it starts repeating things I've heard then I start skipping ahead.

2. Under what circumstances do you start skipping over dialogue.

As above, other than that only really when I'm repeating content in a game that I've done a load of times.

3. Do you like short 2 liner dialogue (similar to HM and Animal Crossing) or do you like more involved dialogue with dialogue trees and branching responses.
Or does it not matter so long as the writing is interesting.


I'm good with either but if the writing is really good then I do love dialogue trees with different responses. It makes the experience feel more personal and brings out the RP side of the MMORPG.
Top

User avatar
TheIronGod

Supporter

Posts: 98

Re: [Design Input] How do you feel about NPC dialogue in gam

Post#10 » Mon Mar 09, 2015 1:12 am

1. On average do you tend to skip dialogue or do you try to read what the NPC has to say.

I read it because I don't ignore people that are talking to me.

2. Under what circumstances do you start skipping over dialogue.

When I know what they're gonna say. When I know that if I click on a merchant, he's just gonna say, "You lookin' to trade?"

3. Do you like short 2 liner dialogue (similar to HM and Animal Crossing) or do you like more involved dialogue with dialogue trees and branching responses.

I like it like a real conversation. Sometimes a line is all is all that's required, like that merchant up above. Sometimes, like with quests, there's more information that needs to be conveyed. And I'm often game for friendly chat. It's a matter of pacing.

What I don't want, is the lack of allowing me to participate! Give me trees! Give me options! And not the illusion of choice, either. Don't give two choices and have the NPC respond the same either way. Bioware does that a lot and it's lame. Let me role-play! Give me the generous kind option, the selfish jerk option, the neutral compromising option, and a humorous joke option.
Top

Return to “Pumpkin Talk”



Who is online

Users browsing this forum: Alexa [Bot] and 0 guests