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When you exit and come back later, I noticed that the dialogue box is blank, so it doesn't save the dialogue you heard in your previous games.
Is it saved in a journal or somewhere else? I don't see it.
I don't suppose there is a way to copy the text of the game to a clipboard so I can read it later?
What do you mean by: When you exit and come back later?
When you save your game and quit playing, then reload the game later on, the dialogue window is now empty, and whatever dialogue happened is now lost, right?
While I'm at it: Avoid the NPCs with golden name templates. They are written by kickstarter backers and serve no purpose to the story whatsoever so you can soften your reading pains somewhat by avoiding those.
The game was originally funded by kickstarter, which in case you don't know is a crowdfunding website. So if you paid a certain amount you could write a bit of prose and they would implement an NPC into the game containing said prose.
The stories they tell are interesting and at least decently written for the most part, however it was not very transparent that they don't have anything to do with the story itself (only one of the numerous loading screens says so). On top of that the game already starts very reading-heavy so most people don't appreciate those NPCs and not knowing of their unimportance.
a lot of that is just lore infodumping irrelevant to the plot
as for audio its annoying and bad and i never pay attention to it
There is not a lot to read, which would be mandatory. Voice-over is partial, but good. Especially during exploration. After some time of playing, consider turning down the music volume to 0%, because that aids the atmosphere during exploration.
during character creation it was the same. all kind of info about different regions that the character might have originated from. but am i going to visit all these lands during the course of the game? i highly doubt so. its just infodumping for the purpose of creating a fantasy world, but that's simply not how it should be done
throwing a bunch of random names of towns, gods and characters and expecting the player to remember it or care, is what poor writing is all about. you know how in crappy fantasy books they do that all the time? its kinda the same here.
true so far ive only played the game for like 4 hours and maybe i will change this opinion eventually. but say, compared to writing in Tyranny for example, the difference is staggering.
tyranny had a lot of text, but it all felt like very little, because every little infodump and every little character conversation was always directly connected to what was happening at the moment, so reading through it was always a breeze. here, reading feels like a chore.
That's the wrong perspective. You don't need to visit all lands of a fantasy world - but you deal with locals and foreigners. The base game takes place in the Dyrwood and in The White March (for the expansion). Parts of the story are related to the Vailian Republics, Eir Glanfath, Readceras and the Deadfire Archipelago, either because of political relevance or story companions. --> https://pillarsofeternity.gamepedia.com/File:WorldMap.jpg
And how should it be done, pray tell?
Tyranny is dumbed down in too many parts, unfortunately.