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10-09-2009 @ 1:09PM
I hope they can figure out a new way to relay information. I've never had anything against the Lore and the story, but I DREAD reading quest text and as a matter of fact with the invention of Quest Helper and Carbonite Quest... I don't think I've really read any quest text unless I was completely stuck and even then I'd usually head over to wow-head.com or something.Maybe I'm weird but I don't play games to read paragraphs
10-09-2009 @ 1:16PM
Yeah, screw reading. Math too. I don't like freaking numbers on my items. At least now when I want to know if something's an upgrade, I can just see if all that gibberish is mostly green or mostly red. I wish they would get rid of all the words and all the numbers so we could just mindless kill stuff. It's only, like, 99 percent mindless and that last bit really brings me down, ya know?
10-09-2009 @ 1:56PM
@Lagavulin: It doesn't have to be about whether reading is good or bad. I like reading novels, and do take time to read quest dialogues, but that doesn't mean that they are the most engaging form of interactive fiction I have ever encountered. A good novel can feel far more immersive than even a great video game, so this isn't about any dislike of text on my part.I remember being blown away by the first levels of Warcraft III, running around with Arthas fighting orcs as schoolteachers asked us to find lost kids. It felt very immersive. For the medium of an MMORPG is a dialogue of quest text is the best way to convey a story? I don't think it is - active, voice-acted NPCs and an interactive environment do more for me than quest dialogues, which often feel arbitrarily compartmentalized and disconnected to the actual action of the game. That isn't to say that a detailed text quest description doesn't have its place, as the two are in no way mutually exclusive.
10-09-2009 @ 2:10PM
@Adamanthis: I think the real issue here is not whether listening to voice-acting or reading quest text is more immersive. You're right--both can be immersive. I think the real problem is the content of the quests. That's where Blizzard needs to step it up. People wouldn't feel like skipping reading them if they weren't (with a few exceptions) so mediocre.
10-09-2009 @ 2:27PM
I think a lot of the quality is hindered by the medium. There's just not that much you can do with that little text box to convey all that needs to be conveyed. The flow of is a straightjacket compared to what they have started doing to tell stories in this game. Imagine a redesigned Westfall, where instead of reading about how the farmers got driven out and being asked to kill 10 harvest shredders, you report to Moonbrook only to be besieged by Van Cleef, who drives the townfolk into retreat and unleashes the harvesters across the countryside. Over the course of the zone, you help farmers reclaim their farms and finally defeat Van Cleef in the Deadmines.There are a lot of different methods that could be used in concert to tell that story - including - voice acting, phasing, scripted NPC events, quest objectives, and quest text. It's essentially the same story, but by using all the tools at their disposal, it can be told in a much more engaging way.
10-09-2009 @ 3:38PM
Gotta agree with you Adamanthis, but the technical challenges in actually implementing that kind of story advancement is just massive. In Classic the basic strategy was that everything is status quo, the only thing that verifies you are advancing in storyline is the grats text, loot, and the following quest sending you somewhere else, which is also what pretty much everybody else did before. In Sunwell, the daily quest advancement was an attempt at implementing advancement but honestly it was a bit far from immersement. With phasing, they can actually change the environment to advance the storyline, but now there is a gap between before and after characters that can't easily be connected. And of course, simply putting everybody on the same page and forcing the advancement will dislocate your new characters since they don't get to experience the previous content. I think the logic behind Cataclysm and using an expansion in a way to force advancement on the old world is a great way overall to advance the storyline, as long as they are able to keep the story fluid for new players. Complete immersion imo, will only be possible in a single-player RPG.
10-09-2009 @ 3:41PM
I totally agree with the OP. I don't play this game to read paragraphs. I play it to be immersed in a world different than my own. And if reading paragraphs enhances that immersion, than I'll just have to read para... OH S-
10-09-2009 @ 3:57PM
Because reading is bad, right? Mayb if blizz rote quest txts lyke this, u'll all read.I would HATE voice-read quest text because I can read much much faster than you can talk. When I come across a new quest, reading the text takes all of two seconds. Hardly immersion breaking.
10-10-2009 @ 7:08AM
I agree with Cyanea completely. I usually read the text in five seconds, then spend another thirty twiddling my thumbs through a ponderously slow voice over. Another point that should be made here is that in your mind's eye, the voice and inflection are always perfectly matched to the character, whereas most video game voice acting ranges from mediocre to downright awful. There are exceptions, like BioWare games and the voice work of Jennifer Hale, Mark Hamill, Keith David, Ron Perlman and others, but they are few and far between. Good voice acting adds to the immersion, but bad voice acting breaks it entirely. Voice is a great option for those who want it, but I generally prefer text.
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