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[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
10%
Longer Conversations with dialogue trees
13
42%
Does not matter I always tend to read the dialogue as long as it's interesting.
15
48%
Total votes: 31

Fernstream

Pumpkin Seedling

Posts: 3

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

Post#11 » Sun Mar 15, 2015 5:30 pm

1. On average do you tend to skip dialogue or do you try to read what the NPC has to say.
I tend to read it.
2. Under what circumstances do you start skipping over dialogue.
I skip dialogue when NPCs repeat things. Repetitive dialogue is a HUGE pet peeve - it makes NPCs seem less like people and more like machines. Vary the 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.

Either is fine, but I think I prefer the longer dialogue - branching responses are awesome because they allow the player agency and choice. It's really great to have options as to how to interact, and have the NPC respond differently depending on how you treat them! B-)
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TimeMachine

Pumpkin Seedling

Posts: 17

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

Post#12 » Thu Mar 19, 2015 8:56 pm

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

I almost always read it. I'm not a dialogue skipper. I'm a reader by nature.

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

When it's the same. This happens later in Animal Crossing a lot, where you've had the same conversations 10000 times, so you don't need to read it, because you know. This also happens in HM and RF where characters have set things. When you've read this 20 times now you don't need to read it again.

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.

Both? I like variation. And I like choices in responses (and I like when those choices are remembered and stick). I also like the ability to unlock the longer conversations by being persistent with the smaller ones, like in Animal Crossing where you get the cut scene with the Abel sisters if you're friendly enough. Long dialogue is good from character who would have a lot to say, but they're not all going to be spilling their hearts out right away. Making the small talk less repetitive is probably a better solution than making everyone more talkative. But I definitely like dialogue trees. Especially when the characters remember that you said you like cute things or that you're into athletics or whatever and get you gifts based on that or bring it up later. That's the neatest.
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Robin

Pumpkin Seedling

Posts: 15

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

Post#13 » Thu Dec 24, 2015 2:59 am

I only skip dialogue if it's dialogue I've read before. I definitely prefer more involved dialogue, although I did enjoy Animal Crossing so it's not a requirement for me, just a strong preference.
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