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Most of the time, its obvious to tell if the scene is important or redundant. I read very quickly so by the time I read a few lines I know if I should skip or not. It's obvious when story elements are going to be shared, and also obvious when scenes are related to redundant tasks such as getting the ship supplies.
Another example: I skipped most dialogue from the quest where you save villagers from the highway. None were important IMO, and hindered the action.
Hmm... While harsh, I kind of get his comment, although I do not fully agree with it.
JRPG (or RPG in general) are not really for impatient people. How many times I have seen people asking questions about how they must progress because they are stuck, while the answer to their question is in the dialogue they impatiently skipped.
I get that Ys is more focused on action, but this is a Falcom title, so especially at the beginning of a game you can expect loads of dialogue. Personally I don't mind that, because I always take my time to play games. So a bit more dialogue does not bother me at all. The game is what is, and there is not much you can do about it.
the issue is how is presented and how its executed.
for example this guy that told me to play fortnite and call of games, thinks im only interested in pure action stuff without context, and i care about lore&context there are ways to properly set the cutscenes and dialog but the way they done it in this game at least seems rather overwhelming to actually get you interested right away on the game, whats happening here is the issue a lot of new jrpg are adding to their games nowdays the "10 hours intro/ tutorial" like persona 5 did for example, yakuza like a dragon, ff16 in a way.
you dont need to make your player feel like hes watching a movie, you wanna get him in the game right away, make him feel like hes playing a Game.
https://www.youtube.com/watch?v=PlbwQ_rntCM
Ship repairs dialogue mentioned here before is the best example of it. Normal story cutscene already establishes that your ship needs repairs, but half-hour later game forces you into 15 minutes yapping session about "Oh ship need repairs, I will repair it. I will use materials to do it. I will repair it with materials specially brought to me for the purpose of ship repairs. And after I will repair it, you will be able to sail it. And sailing is preciselly the thing you cant do until I use those materials to repair that ship of yours, which urgently requires repairs"
Exactly, seems to me that you understand the issue.
Also StackzGaming: The intro to "Tales of Aionis" and Tales of Arise are just too DAMN LONG before you get into the game.,
There's a balance to cutscenes. Many games suck at that balance. That's the one annoying thing about Fire Emblem: Three Hopes, is the forced guided segments (some cutscenes) in the first quarter of the game.
It doesn't irritate as much as forced tutorials for obvious things, or forced interaction, i.e., the game won't let you move forward until you talk to this person, or games where it forces you to click through the menus as a tutorial and won't let you skip it.
Or WitchSpring R where it forces you to click through and craft something a specific way to "learn how".
Or "Tales of Aionios" where it refuses to let you warp to a specific location simply because it wants you to walk into a cutscene that's nowhere near it.
Persona 5 where Morgana forces you to bed and won't let you explore or do what you want.