Timeline for Why do RPGs show conversations in windows with talking head animation?
Current License: CC BY-SA 3.0
17 events
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Nov 18, 2014 at 22:50 | answer | added | AlexC | timeline score: 3 | |
Nov 18, 2014 at 17:02 | history | edited | uliwitness | CC BY-SA 3.0 |
added 44 characters in body
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Nov 18, 2014 at 16:05 | comment | added | Stephen Keable | @uliwitness Ah ok, I missed that you are more about the design of the text container than. | |
Nov 18, 2014 at 14:23 | comment | added | uliwitness | @StephenKeable Thanks, that looks interesting. Although rendering text transparently seems fairly un-problematic, I could see problems laying out text in vertical script systems without covering up important game content. The window at least covers everything up always, so you design for it. | |
Nov 18, 2014 at 11:46 | comment | added | Stephen Keable | This book is quite interesting and might help with your thought process as I think it's probably down to the cost of translation and localization - books.google.co.uk/books?id=6LEbAgAAQBAJ | |
Nov 18, 2014 at 5:14 | comment | added | uliwitness | @CodesInChaos I could see balloons being the default, with the little boxes (updated to look more like the balloons) when you're facing away. And nobody says you couldn't just turn the character to face the mission-giver, after all usually picking up a new mission is initiated by the player, and in a safe place. | |
Nov 18, 2014 at 5:10 | history | edited | uliwitness | CC BY-SA 3.0 |
edited body
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Nov 18, 2014 at 4:39 | comment | added | uliwitness | @JessicaYang OK, added a few screen shots, hope that clears things up. | |
Nov 18, 2014 at 4:37 | history | edited | uliwitness | CC BY-SA 3.0 |
Added some screen shots to illustrate the various UI approaches mentioned.
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Nov 18, 2014 at 3:20 | comment | added | IAmJulianAcosta | Could you provide an screenshow to show us the differences? | |
Nov 17, 2014 at 22:20 | comment | added | Jessica Yang | I play MMOs, but I'm having a bit of a hard time understanding what game design patterns you're referring to exactly. Could you maybe post screenshots or quick sketches that show what you mean? | |
Nov 14, 2014 at 18:10 | history | tweeted | twitter.com/#!/StackUX/status/533321025463668737 | ||
Nov 14, 2014 at 17:23 | comment | added | nightning | Guessing here. But most rpgs are clones off previously successful titles. Perhaps back in the days, it's much easier to dedicate text within windows. It's possible nowadays, but it's more work. Dialog has never been a key part of rpgs. Players are used to these windows, so why bother spending the dev effort in changing it? It's much better to focus on graphics and "actual" game play. | |
Nov 14, 2014 at 13:27 | comment | added | uliwitness | I tried asking on game dev, but they closed it as too open-ended, which I don't quite understand. | |
Nov 14, 2014 at 12:51 | comment | added | CodesInChaos | Flexible camera and positioning make it harder to ensure that bubbles are in a good place to read. | |
Nov 14, 2014 at 12:48 | comment | added | Matt Obee | I wonder if you'd be better asking this over at Game Development. Interesting question though. | |
Nov 14, 2014 at 12:38 | history | asked | uliwitness | CC BY-SA 3.0 |