I’m mainly taking an RPG game or adventure game point-of-view here, or any game where story plays very important role.
Here you go:
Have big loading times and use word “loading” when switching between places. Show the same dialogue options over and over (if you wanna ensure that “character might need that info”, then make so that character has journal where conversation was stored) Hold the players hand by (1) first letting character tell what to do, (2) then showing text telling what to do, (3) then pointing the next goal on the map regarding what to do and (4) showing hint “maybe I should go there” in the journal. (This one is tricky: on the other hand you don’t want to player to be lost not knowing what to do next… but on the other hand too much information kills immersion. Check this video ‘if Quake was done today’) Making player guess what you thought that should be done next. If player knows what should happen next, but your game user interface prevents (in RPG, not talking about car driving game) him from reaching the goal, that kills immersion. There’s a great article about this at Raph Koster’s site. Make character pick dialogue option he thinks is ok, when in reality the other party takes it as offense. This too can be tricky, but bear in mind that as a not-native English speaking chap, I might miss some nuances of conversations… and sometimes I might pick dialogue option that I thought was friendly, when in reality it was offensive. There’s no easy way to get past through this option though, and not sure what’s a good solution (other than accept the fact that this way I learn better English…)Anything to add to this list? Complaints or solutions?
This entry was posted on Wednesday, January 25th, 2012 at 7:19 pm and is filed under Game Development. You can follow any responses to this entry through the RSS 2.0 feed. You can skip to the end and leave a response. Pinging is currently not allowed.
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