It's good to have someone on the other side of the fence, Imbecile. I usually prefer that someone to be a young lady that sunbathes nude in line of sight with a knothole, but barring that, you'll do.
Text in games is generally descriptive. Is serves the same function as graphics,iperating in a slightly different way, sure, but the end result is the same - it serves to give you a picture of an object, or an event. Having text alongside an image, is largely unnecessary - as generally speaking the image can convey more than the description.
Certainly true. I actually believe the "thousand words" rule works both ways.
However, I think that while an image in the form of an artwork is intended to stir discussion and interpretation, and hence words are counterproductive, there are many aspects to games where this is not true.
To harken back to my example of a character moving with an unaccustomed strength (think of a whole body moving like an arm lifting an empty suitcase the owner thinks is full,) the game doesn't really gain anything from being interpretive:
1up: Er...what's wrong with that guy?
2up: Man, the animations in this game are shithouse!
3up: Hah! That looks retarded! It's like the guys in Deus Ex!
Really, for the majority of game content, you want it to convey your message as closely as possible. That's why things such as icons for actions or spell effects are generally somewhat intuitive. And if giving an intuitive visual representation is difficult, the text can fill the gaps, cheaply and efficiently. Mouseovers were an essential part of Morrowind UI.
Plenty of books have pictures to aid description, but no films have descriptions flashing up of events as you watch them. (and no, subtitles dont count )
But, that's a limitation of film, that either results in quirky exposition of non-visual elements, or a lack of detail. I can't think of a single film adaptation of a novel that rates as superior to the original work. [edit] Actually, American Psycho might qualify, simply because it
doesn't have the detailed imagery of the book.
And I'm going to bring up subtitles anyway since it's pretty analogious to what we've been talking about. Without subtitles, you're essentially limiting your film to audiences who speak/understand the language of the spoken dialogue. By hiring a single translator, you can broaden that audience, without the original audience needing to know or care. If you were to redub the film, you then need a translator, voice actors, and a team to actually record and edit the redubbed audio.
The example of text supplemented graphics is slightly less tangible in terms of the audience it would reach, but the principle is the same. You have the portion of the audience who laud draw distance as a great feature, and they can happily gaze at the horizon without having to know there is depth and textual descriptions that satisfy another portion of the audience.
Words can give a different perspective, but they're mainly going to be useful in telling us what our character is supposed to be thinking - kind of like an internal monolgue (rather like that Fallout example). If its just a description, you might as well just use the graphics, and if you start trying to give the characters perspective, then you are going to limit the scope of the characters you can create.
After all you wouldnt expect every character to think the same thing when they see an object or event - and it seems unlikely that they will be able to provide text for every possible character mindset. Coward, psycho, scientist, fighter, hunter, Mage, looter and Liontamer should all think different things when they see the timorous beastie of Antwerp. An image is flexible as to what your character might think - but text is concrete.
Well, I'm not necessarily advocating "telling us what our character is supposed to be thinking" and the Fallout example illustrates a perfectly universal, yet stirring internal monologue. The character's background of being a vault dweller who has never seen the surface is immutable. The statement is also simple, and factual, without any emotional leanings.
My character is awestruck at the first sight of the sky, but another might simply think "God, how ugly! No wonder mankind invented the roof!" In fact...[5 minutes passes]...I've even played a character who is agoraphobic. At the sight of the outside world, he ran to a corner and rocked back and forth until the rats ate him.
I used that example specifically because it leads the imagination, without substituting for it. And that's the beauty of the written word. The simpler a description, the more tangible it is. I can describe a woman as stunning, gorgeous, beautiful, etc. and the mind of the reader fills in the blanks. I could show a picture of a woman *I* think is beautiful to those same people, and they might disagree.
One other thing to consider, is that not all sensation is visual and/or auditory, and those are the only two senses that a game can convey without an alternate representation, and text is the simplest way to achieve that.
Hmm, I didn't get very far in Planescape, just explored the city and fought a bunch of thieves. I didn't like it. Maybe just the D&D system or the engine, but I didn't like playing it and I don't remember anything capturing my interest.
Give it a go. Admittedly, the combat is ass, the engine clunky and limited, but it's almost like interactive fiction, with character stats serving to govern choices here and there. But, that may not be your thing, and if so, fair enough.
There also was the question why companies don't seem care about the needs of the true CRPG connoisseur. Twinfalls contributed the most likely answer: Firms are more interested in making money than telling a good story set in a believable world.
All that's needed is a few words to convince the suits that a bit of low-cost, added depth will broaden the demographic even further, and Bob's your uncle.
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Honestly, if I was a CEO and if such ignorant dorks such as those Morrowind fanboys would be the majority of the potential buyers, I too would refrain from allowing my company's games to have too much text, a too 'complex' storyline and too many options. It's true, I actually would assign most of the budget to the graphics department, hoping that those shiny graphics would paralyze said customer's brains, or rather, what is left of them. And if the graphics don't get them, the soothing voice of Captain Picard surely will.
Ironically, I thought Morrowind had too much text and a too "complex" storyline. But, that was a symptom of the wiki system. I have no emotional involvement or vested interest in the main narrative or history of Morrowind's plotline, and so I don't read any of it. I just scan read to get the important bits like directions.
Now, some would say the solution to my problem is to simplify all of that shit, but really, it's the presentation that needs to be rectified. From what little I've seen, it seems clear that Torment probably has just as much, if not more in the way of text and plot complexity, but the fact that it's all presented in a natural and conversation manner, and more importantly, an
interactive manner makes it that much more effective. In fact...
Sellus Gravius (?): Your orders are to report to Caius Cosades. He's an agent for the Blades and can be found in Balmora.
- [1] Balmora?
[2] And how might I reach him from here?
[3] Uh...
Sellus Gravius: Since you're new to the island, I'd recommend taking the Silt Strider, it's just on the other side of town. Giant insect, can't miss it.
- [1] Can't I just walk?
[2] Is there any other way to get there?
[3] Uh...
Sellus Gravius: Trust me, just take the strider. I'd hate to think you might get lost on the way to your first assignment. <chuckles> Now, once you get to Balmora, take a right at the bottom of the steps, so you're heading east.
- [1] Take a right. Understood.
[2] East...that's the opposite of west, right?
[3] Uh...
Sellus Gravius: That's right, keep going along that way and cross the first bridge you come to. Once you're across the canal, you should be facing an archway, head through it.
- [1] I think I can manage that.
[2] Through the arch? That's under it?
[3] Uh...
Sellus Gravius: Now through that arch you should see a big wooden sign swaying in the breeze. That's a sign for the South Wall Corner-Club. You wont actually find Caius in there, but ask around. They'll be able to direct you further.
- [1] Great, I'll inquire about him there. Farewell.
[2] Okay, ask about Caius at the South Wall. Be seeing you.
[3] Uh...Buhbye