Timeline for Why do RPGs show conversations in windows with talking head animation?
Current License: CC BY-SA 3.0
6 events
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Nov 22, 2014 at 7:17 | history | edited | AlexC | CC BY-SA 3.0 |
Dungeon Master, not Dungeon Keeper!
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Nov 22, 2014 at 7:17 | comment | added | AlexC | @unor: Oops! No, I meant Dungeon Master. Edited! Of course, that wasn't the earliest RPG; I could have said Ultima or other earlier games. | |
Nov 22, 2014 at 2:16 | comment | added | unor | Dungeon Keeper? The one from 1997 (which is a strategy/god simulation game, not an RPG)? | |
Nov 19, 2014 at 11:15 | comment | added | AlexC | The technique used in the first example is showing the player's character and his expression, while the main view is of the female NPC he's interacting with. It's also useful if there are several NPCs displayed in the main view - the portrait is an easier way to see at a glance who's speaking rather than just having the text for their name. But yes, it's broadly historical; these tropes were evolving when resolution and colour depth was much more like the second example, or even worse. | |
Nov 19, 2014 at 7:41 | comment | added | uliwitness | So your take is it's purely for historical reasons? I mean, in your second example I could see the rationale for the bigger icon being that otherwise you'd not be able to recognize the face, whereas ex. 1 has higher resolution. | |
Nov 18, 2014 at 22:50 | history | answered | AlexC | CC BY-SA 3.0 |