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Full Version: A minor text update by me.
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I'm working hard to improve some texts to make the gameplay more immersive. In a short example I wanted to show how the hints can influence a different feeling to the immersion in dependence to the formulation and wise they are written. In original they are really "hints" given by the computer or an other subject to say what the player has to do. But I prefer the way like Penumbra had, where you can read the thoughts of the player himself, which let me feel that I'm the character and not just playing someone.

So which one do you think is better?

[Image: mqm44o29.jpg]

[Image: vo34cfkk.jpg]


Sorry for my bad english, if the new version isn't very good in grammar.
I did it for the german language files where I also fixed all bugs in the translation.
The english example is just to show it to you.Smile
I like your idea, and while I would modify the text slightly the second is certainly much better. I don't like being talked to like I'm playing an XBox game.
Ugly floating texts help with immersion? Riiiight...
(09-22-2013, 03:18 PM)Deep One Wrote: [ -> ]Ugly floating texts help with immersion? Riiiight...

No, but when people have hints enabled (what are the most) then my new texts will avoid the greatest immersion break by removing the feeling to play an XBOX game.

(09-22-2013, 03:07 PM)Fortigurn Wrote: [ -> ]I like your idea, and while I would modify the text slightly the second is certainly much better. I don't like being talked to like I'm playing an XBox game.
It kind of reminds me of LoZ games, where the game world casually reminds you that you need to push a A button, and everyone else is a dead soul.
I personally don't think it matters all that much, but hey different strokes for different folks I guess...
(09-22-2013, 03:33 PM)Alidigigarry Wrote: [ -> ]It kind of reminds me of LoZ games, where the game world casually reminds you that you need to push a A button, and everyone else is a dead soul.

Yes, the first picture (original).
(09-22-2013, 03:34 PM)Googolplex Wrote: [ -> ]
(09-22-2013, 03:33 PM)Alidigigarry Wrote: [ -> ]It kind of reminds me of LoZ games, where the game world casually reminds you that you need to push a A button, and everyone else is a dead soul.

Yes, the first picture (original).

Err, no the second one.


"Hey link, can you help get my cow out of this well?! You must throw the rope down! You can do this by pressing "B"! I have no soul!"*


*Completely made up, but you get my point.(Or not)
(09-22-2013, 03:40 PM)Alidigigarry Wrote: [ -> ]"Hey link, can you help get my cow out of this well?! You must throw the rope down! You can do this by pressing "B"! I have no soul!"*

Sorry, but this is exactly the wise of the original.

"You must press B to throw the rope down" = original
"I think to press B should help me throwing the rope down" = new

The second doesn't seem like a hint, it's more logical when the character make his own thoughts about the world.
It feels more immersion breaking for your player to acknowledge the left mouse button than the omniscient text doing so.
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