Tales of the Rampant Coyote

Adventures in Indie Gaming!

Texting the Player

Posted by Rampant Coyote on May 5, 2014

I’ve been a fan of text in games since… well, since I discovered the original Colossal Cave Adventure. I’ve actually mourned the slow demise of text in games, although I admit I am sometimes the one who will skip it. I blame lousy writing.

Peter Angstadt has some valuable bits of advice for encouraging players to read text in games.

As I read these, I’m thinking… “Crap. I should really do this.”

And it’s not like I was completely unfamiliar with some of these rules. I based the dialog in Frayed Knights on comic-book style dialog, which frequently used boldface to highlight important words. I knew it, I even thought about doing it, but I didn’t implement it in the first game! My bad. Time to make some changes to the sequel…. 🙂

I think the biggest problem is that the brain goes into different ‘modes’ when it is playing, versus watching, versus reading, and it’s very hard to switch modes in mid-stream. If I’m playing a text adventure (er, Interactive Fiction…) – and yes, I occasionally still do – I have no problem with the text.  I enjoy it. I’m in “reading and problem-solving mode.” If I’m playing a 16-bit style JRPG, it’s also pretty easy to read the text. In a game like Skyrim, I have to force myself a little bit, because I’m immersed in a 3D action world and suddenly have to shift gears to reading pages of books or something.  And if it’s dialog… honestly, I read the dialog so fast, I usually get impatient with the voice-overs.

I still think text has an important role to play in games. While it’s perhaps not the most “natural” form of communication between human beings, it’s tried and true, and is an extremely flexible medium for communication. I’m in favor of keeping plenty of text in games – at least some kinds of games, although I know some game developers would take issue with that.


Filed Under: Design - Comments: 6 Comments to Read



  • Maklak said,

    Apart from making the colour of the frames more obvious and sticking character portraits to the left of the text, instead of connecting it with traingles to character potraits, I don’t know how you could improve text in Frayed Knights.

    But then, I don’t have a problem reading up to 5kb of text in a game. In something like Morrowind, I’d always stop to read a book.

  • Xian said,

    I don’t see much difference in bolding the text in FK vs coloring as in Zelda. Both highlight the key phrase or word. I do very much like his point about using short lines, they seem to stand out better. One reason for me is that I often game from the couch. I have my PC hooked up to a monitor at my desk, but have the display cloned to a 46″ HDTV across the room. At that distance, even with the expanded display size, a small text size is much harder to see.

    Shadowrun Returns had some of the best prose I have read in a game for years, maybe even since Planescape Torment. The graphics in the game were just average, so having the descriptive text did a lot in setting the scene.

  • Anon said,

    Lousy writing is one problem for me but another would be if it isn’t connected well with the game world and is only there for atmosphere alone.
    Many gamers like the latter, but I don’t have the affection or the time to collect ten volumes of the history of Tamriel, antics of gods one never actually sees in the game or stuff that happened eons ago.

    When I read books I want to get hints like where some treasure could be hidden or the description of a ritual that I have to follow to advance in the plot.
    What I also like in games are contemporary reports like newspapers and also diaries or letters of NPCs (as in “existing people”) – all of these can contain clues or other valuable information, surrounded by non-important bits. The “game” here is to find the interesting stuff, obviously.

    The short(!) texts for special inventory items like with the Bioware RPGs (Neverwinter Nights was great here) were tolerable for the high fun factor (very good writing), especially when the weapons or magical items brought their owners down – so the player gets wary of these items.

    But reading lots of books that I know (or assume) don’t contain interesting stuff is no option for me.
    The last game I remember reading most books was Ultima 9 – I remember reading books alone for the fact that I enjoyed the page animation, LOL.

  • ShadowTiger said,

    I very much enjoy well written dialogue in games, especially when it conttributes to the world building. I do find in many modern rpgs i will skip the dialogue sequences if they are poorly written, whoch is common in AAA games. I prefer if much of the background lore is in a separate well written game manual, but those days are past us.

    I read all the dialogue in king of dragon pass, where it is essential to the gameplay and also very well done. Shadowrun returns disnt have a hufe amount of dialogue and i found some of it enjoyable, so i read all of it too. A game like skyrim just throws way too much and interrupts an otherwise action bases game. I believe the type and amount of text that goes into the game is a serious game design decison. My next game will have lots of it, but it is an old school epg, so that makes sense.

  • Edward Hamilton said,

    All of the “rules” in this piece are basically rules for how to drive me crazy and convince me to quickly stop playing a game.

    First, I hate it when a game reveals important information through voice actors. If it’s important, it should go into some kind of journal that I can reread at my leisure as a reference, when I’ve figured out which information is most important to me — something I usually don’t know in advance. Voice acting is often bad enough that I turn it off anyway, so a game that relies on it will confuse me totally. Text is for essential information, VO is for added flavor.

    Second, revealing words one at a time is ANNOYING AS READING THEM IN ALL CAPS. It’s a way of taking the biggest advantage of text, the fact that I can rip through it at my own pace, and saddling it with the biggest disadvantage of voice acting, the fact that I need to slowly wait for something to finish that’s occurring at a pace I can’t control.

    Third, I dislike it when text boxes jump on top of speakers. I want them to occupy their own proper space in a single box for all speakers, which organizes them in a conversation just like a novel would.

    Breaking long lines into columns is a solid idea, though. I find narrow columns with lots of lines to be better than wide columns with few lines. Coloring key words isn’t a terrible idea, but it does create a cartoony look for a game that won’t work for something serious.

    The most important rule for getting players to read text is to have well-written, evocative text. Planescape: Torment had massive amounts of text that disobeyed all these rules, and yet I still read all of it — because the writing was precisely why I wanted to keep playing the game. In fact, I often got frustrated with the extended battle stuff, because it was interfering with the story I was reading! I agree that Shadowrun Returns was pretty good material too. If you make a game that compares favorably with a novel, then the same people who read doorstop-size fantasy novels will have patience for your game. Don’t underestimate players by dumbing things down too much.

  • Anon said,

    I wouldn’t say that mainstream games are automatically bad but some of those got so slick in most of their production values (graphics, sound, music, level design, animation, interface etc.) that some dialogues appear downright naive and sometimes even infantile.

    While I liked the tone in Neverwinter Nights – and it was generally consistent in tone – I didn’t like its sequel by Obsidian Entertainment. I even stopped playing it at some point because it was unbearable. I didn’t have a party of battle-experienced elves and dwarves but a bunch of juvenile LARPers hoping for romance between all the bloodletting and “tragic” incidents.

    Obsidian is a mixed bag IMHO, though, and though some stuff is great (except for the usual bugs) like Fallout: New Vegas, other games contain outlandish characters. Take Alpha Protocol, for example: A game I mostly liked and generally do recommend, contains some serious terrorism and (counter) espionage themes, including some nice NPCs that don’t always fall into the black or white morality.
    One certainly stood sorely out, though: A female German(?) weapons dealer looking like Brigitte Nielsen with the name “Sie” (which is German for “she”) and Russian accent(WTF?).
    And because its a “mature” game we can have a romance with her, including an awkward love scene (she doesn’t even take her red-tinted glasses off).
    Very mature indeed…

    Don’t assume for a moment that I’m totally against romance in games but at least handle it properly (realistically) if you need to put it in!

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