Tales of the Rampant Coyote
Adventures in Indie Gaming!


(  RSS Feed! | Games! | Forums! )

Friday, January 11, 2008
 
Shamus on Random Loot and Text Joy
Now, I know that Shamus Young and I do not have identical tastes. But his commentary today on text and random loot in Eschalon: Book 1 makes me wonder if we were really twins separated at birth. If so, he got the gift for writing (and webcomics) of the family, leaving me stuck with the sex appeal. Bummer.

A choice quote:
"Eschalon Book I reminded me of how useful the text window can be and how much we’ve been missing out with newer games. Words are powerful. Words are potent. Words are so powerful that you can run an entire tabletop game and relate a new, unfamiliar world using nothing but text which you read aloud (or make up on the spot) and convey everything the players need to know. Visuals complement text nicely, but visuals in lieu of text can deprive the player of tremendous depth and subtlety. That’s fine if you’re playing a quick game of “Kill the Monsters and Take Their Stuff“, but most games aspire to be something deeper. And nothing adds depth like well-written prose."
Preach On, Twin Brother Young!

Eschalon Book 1: Text, Economy, and Random Numbers

Labels:



Did you enjoy this post? Feel free to share it: del.icio.us | Digg it | Furl | reddit | Yahoo MyWeb

Comments:
I find that text really helps me. What is interesting is the way games like World of Warcraft find excuses to work text in.
 
He goes into a lot of detail as to its advantages, and I tend to agree. Now, I know a lot of people (including me) tend to gloss over what's being presented in text form.

To some degree, it's a pacing thing (for me). If it's a fast-paced game, I don't wanna pause and read text. But if it's a slower-paced game, and the text is presented in an entertaining fashion, I'll take the time and read it.

And it is a cheap way to add some depth to the game world.
 
Post a Comment

Links to this post:

Create a Link



<< Home

Powered by Blogger