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Depends. If the story picks me up, I like it, if not, then not.
For example, in Assassin's Creed : Mirage (the new one), I really enjoy the game, pretty well made and interesting.
But the dialogues are often too long and irrelevant. When they start talking, you already know what they are going to say and often you just want to play and destroy stuff, so you skip the dialogue.
I mean have you played Skyrim ? 95% of dialogues there are useless waste of time.
Some random trash no one really cares about.
I don't understand when people do that.
The words and context and lore are such a huge part of RPGs.
Could you please help me understand you better?
They misclassify a lot of games as RPG nowadays, so it depends. If paying attention to the intro is useless and has no effect on your gameplay why would I waste my time on that? Nope.
I've never given a damn about game stories. I just want to play the mechanics.
looking at you mgs5
How do you feel about the idea of a game penalizing you for pressing A repeatedly and skipping through everything at the start of the game, thus accidentally agreeing to let a demon activate the hardest mode in the game and locking in your answer? I'm thinking something like this :
These diálogos take time to make though...
as a game dev, you need to accept that some people aren't going to be drawn into the lore or the world you've built, but they will enjoy the actual gameplay and action more as a result of being able to bypass stuff they don't like.
give the people options. people like options. sliders, switches, and custom game modes.
Look, I'm willing to spend 5-10 minutes trying your game out. Don't tempt me to alt-f4 by spending a few minutes telling me about the totally generic fantasy setting before getting to any gameplay.
I'll play whatever I want and I'll have any opinion I see fit to any game that I choose to review! Have a nice day, buddy!
I figure that someone who just wants to get straight to it would probably prefer more action anyways. ...and if they don't... well, that's kind of the point at which they're forced to realize that reading and contextualizing, especially when shady characters
But I suppose there's room for discussion on how to handle this still because, while dealing with the internal politics (something actually relating to how the world in the game operates, not some out-of-place real-world messaging) and trust issues of a game may be a suitable place to be forced to contextualize - perhaps being forced to watch cutscenes isn't suitable.
The original post, while not specifically calling out dialogue, makes it seem like you don't want to read a bunch of stuff. Which then raises the question of : why would you want to play a game where something that you don't want to deal with is so integral to the games design / genre and also where it is not shy about letting you know that this is a part of it, even on the store page before you buy it?
That's fair. I don't think we have time to discuss all the nuances of this, but I wonder how deep that line goes, though. I get the feeling that you understand the importance contextualization CAN have but get annoyed when it's just not relevant to the gameplay in any way because it's all lore.
(Although any game with a morality or social aspect to it will probably result in the lore being relevant to the gameplay in a way that is so subtle and subversive that many might not understand the connection.)
Some people will complain and say something to that or similar effect (ie. "this has no effect on your gameplay") while overlooking that the information that they skipped actually tells them important things about solving puzzles or what they were agreeing to.
(The Stanley Parable had a great joke about exactly this, where The Narrator tells you that you need to stop, go back, and memorize a highly detailed fern because "it will be very important to the story later" the fern is not very important to the story later.)