TSL - Cease and Desist
Started by sahara, July 18, 2010, 08:31:15 PM
Quote from: Damar on July 28, 2010, 10:35:24 AMIt is ultimately a matter of personal preference.
Quote from: Damar on July 28, 2010, 10:35:24 AMUltimately the two narrators (and all other Kings Quest narrators and narrative text) have more in common with TSL narrator than differences and the sense of humor while more emotionally active in TSL, as opposed to playing it straight or sticking to puns and such, are still more alike.
QuoteIt does no one any good to gloss over problems in an effort to try to seem as inoffensive as possible.
QuoteHow about, instead of primarily judging a game by how closely it approximates a previous game, we place more focus on the type of writing and narration that would work best for the particular game at hand.
Quote from: kindofdoon on July 28, 2010, 09:50:57 PMQuote from: sahara on July 28, 2010, 05:39:58 PMIt does no one any good to gloss over problems in an effort to try to seem as inoffensive as possible. I agree on this point, and the content of your last post. However, from what I understand, most of the writing has already been locked and recorded. At this point, I believe, the team is beyond working on the writing. (Admins, feel free to correct on this.)So it's fine to voice your opinion, but asking for change in these areas is futile at this point. I doubt that anything will be re-recorded for future episodes based on fan feedback, especially because every TSL team member supports the new narrator.
Quote from: sahara on July 28, 2010, 05:39:58 PMIt does no one any good to gloss over problems in an effort to try to seem as inoffensive as possible.
Quote from: daventry on July 29, 2010, 02:20:26 AMThey should've released a Narrator Version and a Talkie Version when the Demo came, then they could've changed what People dident like, Now its Too Late and People should Quit complaining and Except the New Cedric Narrator.
Quote from: KatieHal on July 29, 2010, 06:25:44 AMAmusingly, and ironically, one of the complaints when we released the demo was that there weren't enough narrations or enough details in them, which we endeavored to correct.
Quote from: sahara on July 29, 2010, 07:02:39 AMUPDATE: oops, I just now saw the previous post, which says basically the same thing. How ironic that it says the same thing as mine but with fewer words!! I wouldn't think of the issue as "number" of narrations or even "amount of detail" in them, necessarily. I think the writing style is the issue. An experienced editor is needed to clean things up. You could say the same things with fewer words.
Quote from: sahara on July 29, 2010, 07:02:39 AMLet's take a look at a couple examples. Here's what we get when the player clicks on a chest outside the pawn shop."Graham's intuition as an experienced adventurer tells him there's nothing useful in there. Somewhere, somewhow, some hand of fate decided that this chest didn't need to be opened or contain any items, almost as though by some grand cosmic game design."This takes the narrator 18 seconds to say. The same message, even with a self-aware joke thrown in, could have been delivered with less words.
Quote from: sahara on July 29, 2010, 07:02:39 AMHere's what happens when the player clicks on the shack near the ferry:<he knocks> "There's no one in it. It would be just inhumane to have someone there in this foul weather. But then Graham sees Hassan standing under the rain and thinks it may just be possible to get a ferry ride today after all."This takes nearly 20 seconds. The gameplay is stopped during that time and the player can only sit and wait... unless they click through.
Quote from: sahara on July 29, 2010, 07:02:39 AMSome of the obvious observations the narrator makes are also a problem. Here's one of those that is also too wordy:"Graham would rather not be carrying anything touched by that evil stranger who cursed his children, but this thick, black cloak is his only clue. Hopefully, it will help him discover the villain's identity."