1 Month of Service
I'm working on my own Ren'Py VN game right now, and I'm curious where people draw the line on dialogue.
I like character interaction, so I tend to let conversations breathe instead of rushing straight from plot point to plot point or H-scene to H-scene. But I also don't want players thinking, "Alright, I get it. Can something happen now?"
What makes dialogue feel excessive to you?
Is it mostly scene length, or does it depend on whether the conversation is actually entertaining or developing the characters?
Do you mind normal conversations that don't immediately advance the plot—friends joking around, teasing each other, talking at lunch, etc.—if they make the cast feel more real?
Basically, where's the line between:
"This game has good character development."
and
"Holy shit, these people never stop talking."
I'd also love examples of games you think handle dialogue pacing really well or really badly.
I like character interaction, so I tend to let conversations breathe instead of rushing straight from plot point to plot point or H-scene to H-scene. But I also don't want players thinking, "Alright, I get it. Can something happen now?"
What makes dialogue feel excessive to you?
Is it mostly scene length, or does it depend on whether the conversation is actually entertaining or developing the characters?
Do you mind normal conversations that don't immediately advance the plot—friends joking around, teasing each other, talking at lunch, etc.—if they make the cast feel more real?
Basically, where's the line between:
"This game has good character development."
and
"Holy shit, these people never stop talking."
I'd also love examples of games you think handle dialogue pacing really well or really badly.