[MUD-Dev] narrative

Vincent Archer archer at frmug.org
Tue Aug 20 14:03:16 CEST 2002


According to Freeman, Jeff:

> I played BG2 from start to end multiplayer co-op, and recently
> have been playing NWN the same way.  I talk to an NPC and zip
> through the convo's as quickly as I can.  I'm a lazy gamer.  Don't
> tell me about the labor, just show me the baby.  It's all
> written-out in

That's another thing I've been discussing on the NWN forums. There's
a major difference between solo modules and multiplayer modules. The
length of the dialogues.

A good solo dialogue can have a dozen choices, lengthy
exposures... it doesn't matter.

A good multiplayer dialogue must be short, to the point, and allow
one or two different paths tops. Because, while you are talking to
the NPC and trying to get info/quest, your friends are often idling
about, waiting till you have finished. Have the entire exploration
of the dialogue options take 5mn, and you'll end up with one player
engrossed and 3 bored.

--
	Vincent Archer			Email:	archer at frmug.org

All men are mortal.  Socrates was mortal.  Therefore, all men are Socrates.
							(Woody Allen)

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