When talking to NPCs, I noticed I stopped reading them because it felt like a bit of a slog to have to step back and focus on each word to read it. Doesn’t feel as effortless as in a 2d game.
Could it benefit from a Spritz-like implementation?
In the gif above, it has a way of feeling like the spider is talking even though there’s no audible voice. There could be pause between words that need it, etc.
Right, any way to not skip dialogue is just bad design. I’m just talking about implementing the tech in a friendly way. You could even speed up the spritz as well (check out the demo on their page).
Ah yes the demo on their page is a lot better. I think the only problem is there’s no real way to go back and read the text in case you realize you missed something important. But honestly, I think in general this is something that should really be solved in the quest descriptions or quest markers, which are sometimes terrible (in the where did I get this quest again? don’t remember where to turn this in)
Thanks for the suggestions my dudes! I’m definitely on the look out for ways to make the dialogue not only easier to digest, but more engaging for the player. Something we’ve been trying to create in this game is a way to bring story to the forefront and really engage the players in both plot and lore.
If somehow we could record the text to our journals or have a book/journal dedicated for npc/quest text. You could implement pressing the journal toward the NPC (same as learning mage spells). This would allow you backup and read the text later.