The story is the same regardless, it’s how it’s presented. We don’t need to LITERALLY go into Jaina’s mind to see her state of mind. It’s very poor writing. Since this isn’t a visual novel, we should see her state of mind mostly by her actions (which have made how she feels clear since MoP irregardless.)
You can post a copy/pastable link but not an embedded link.
Use the “preformatted text option.” The default keybind is Control + Shift + C for me.
Imgur doesn’t include the image’s extension so not sure what to do with that.
Here you go, op
Edit. Weird, I viewed the image on imgur but the link I posted yielded an image not found error.
Our friend below figured it out.
Vanilla is more subtle with the story elements and how they get presented. All of the lore is within the world and quests for you to read, but most of it isn’t spoken out-loud to you by NPCs. Flavor text in quests IS the NPC speaking to you, but it’s not something you need to sit through to advance a quest if you don’t want. The story becomes more interesting the less they attempt to make you read it. Look at Dark Souls, for example. It’s interesting because of the smaller amount of information that you receive which leads to increased player speculation and interest.
My point was YOU don’t need the extra story. Others like myself like it. Since i am not sure what you are getting at with the term “visual novel” it is hard to comment, but the game is in fact another form of telling a story so in a sense it is a visual novel.
Thus the statement about too MUCH story, it was intended for you alone and not an absolute.
I disagree. I believe the dialogue given after you accept a quest makes Azeroth feel more like a living, breathing world. The writers and devs want to make sure they give the player a better understanding of the character you’re speaking with and not to rely upon text which can be misinterpreted.
Cool thanks!
I see what they mean now.
Still, failing to see the issue!
For me, more character building is always better.
Wish that stuff was voice acted for sure though.
But at worst, just ignore it!
Guess that’s what I’ve been doing it all this time haha
Again, it’s not “extra story,” it’s how that same story is presented. It’s unnatural to have characters speak their life stories. Take a film like Pulp Fiction and see how much the characters say about themselves and their overall situation; it’s very little. The personalities of the characters are left to their actions and the situations they exist in are shown through the story developments.
I’m the opposite. I actually like when we have extra dialog and if it goes too fast or I get distracted while listening to NPCs I can just scroll back and read what I missed.
Interpretation is a positive, especially for RPGs. Game worlds like in The Elder Scrolls have a massive amount of things that aren’t fully explained which leads to further interest and speculation on the matter. Game characters should be more similar to real humans and not know every detail about a situation or other characters.
Never seen Pulp fiction and i don’t think i would ever point to Quentin Tarantino as someone who tells good stories. I have seen 1 or 2 of his movies total…not impressed in the slightest. And i CERTAINLY wouldn’t point to his movies as something Blizzard should try to emulate in story telling. Some folks like exposition.
But i am glad you like him.
I don’t even like him as a person or anything but his stories are critically acclaimed and Pulp Fiction is one of the most known movies ever. It’s a story that is told well with realistic, yet comedic, characters. Exposition for the audience is always frowned upon in movies as is it lazy story telling. If you were in that situation and wouldn’t expound to another character in that situation, it’s poor writing. Characters should act relatable and human. Characters should be written so that readers feel a way about them without being inherently forced to. Humans are not one-dimensions and so shouldn’t be your characters.
Characters reacting to the changes in the world around them…is immersion breaking?
Ok.
Yes, forcing me to pause and listen to something that is inherent by the content of the next quest and the flavor text within the quest is immersion breaking.
Incorrect, it might be frowned upon by YOU, but it is not nearly always frowned upon as some folks need exposition to understand the motivations of a character that are not always clear. It is not lazy story telling, it is bringing everyone to the same point in the story so everyone is up to speed. It is very typical for characters that either have a change of heart or are making a critical decision to have some exposition (especially characters that have been away for a long time) to explain themselves.
You are entitled to your opinion.
Find a movie with exposition and a critic that praises that. It’s poor writing and, honestly, demeaning to the reader if they think the reader needs it if clues to figure it out exist.
Thought this was about the forums because I’ve never encountered a non-optional “wall of text” in game.
Maybe I am just incredibly patient but I doubt that.
There are at least 2 quests that are part of the War Campaign that require you to wait for NPCs to stop speaking as the quest objective.
Eh, I don’t think I’d consider that a wall… Icecrown citadel and dragon soul raid though, that was where I’d agree with you. The RP there is sooooo thick!
Fortunately that’s in the past now.