Tactical processor manager right: move words, not messages!

My ears erupted as it was in the back of the lecture hall in Moscow West at the 2025 conference of developers. Founder of suspicious developments and Tactical breach treatments Director Tom Francis was collapsing trick To tell stories and comedy in him IGF award for awardAnd fell to the subject of the moving text. in Tactical breach treatmentsHe explained that the suspicious developments made each game dialogue more attractive through the word dialogue by a word instead of a letter with a letter. Each Snappy retrieve with Clack falls from the typewriter, and players who just want to read all the text at once can defeat the “progress” button to accelerate it.

Previous suspicious development games Threat and Heat signature Francis (no) explained the moving words through the message. When he tried the animation of the word word, he said it was like “night and day.” In a brief video demonstration, he paired two elegance side by side, and the classic version was, as he said “very smooth.”

“I think this is a bad thing … because it lacks the rhythm,” he said. “It is very smooth, it’s like a continuous flow [of words.]”

Even without the voice of the homogeneous writer, the Janky -based moving dialogue moved, which changes the flow based on the structure of the sentence. “I think the reason why this works is that it matches how to address the brains of speech,” before he hurriedly explains that “this is not a science. This is just guessing.”

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He said that he was surprised that this technique was “not more prevalent”, noting that “90 percent” is an independent games he plays depend on the animation of each message (Triple-A games tend to rely more on voice acting recently … He still refuses to compromise With SAG-Aftra on the topic of obstetric artificial intelligence).

As a person who was very thinking very much about the interactive text in the games, the Francis argument hit a real string. There is no way to overcome it – developers, especially independent developers, can improve their narrative experiences with this technique.

Evolution in the text helps players contact a game

Here I have to confess. Recently, I had an informal base when assessing the quality of any specific game. The matter goes on this way: The more I can play a game, the more likely to adhere to it. The accumulated compositions (especially those that are mainly The movement of the movement) Make me feel upset, and the smaller games that restrict my transition or act in the first few minutes make me yearn for more interactive.

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This may surprise the readers who know that I am a fan of large budget cinemas such as Marvel’s Spider-Man 2 or Star Wars Jedi: SurvivorsBut these games are often an exception to the base. Attractive cutscene who puts the story without relying on the release of the background, do a lot to clarify the game. Spider-Man 2The opening scene tends on Seniangans to raise Tango with Sandman, and SurvivorsThe dark opening scene determines the tone and risks of the first task.

When they do not have a budget for a large expensive piece, India is trying to rely on art and interactive text (either dialogue options or press a button to advance) to fill the gap. The “play” tape is so low that clicking, clicking on a button or pressing a button to stimulate the text often settles in my mind. But here we face heavy text games. ILYSIUM The face: text, when the animation is not done well, it is interesting everything you have under the hood.

in 2020 interview with gamespotand ILYSIUM Designer and main writer Robert Corvetz explained that the game will not hesitate with the players if ZA/UM does not make the text “concept”. The deep dependence of the game will not be translated on ideological and philosophical concepts in the twentieth century into a comprehensive entertainment without excessive repetition of the text. To do this, they created a system that made a text as “addiction and effective like Twitter”, with inspiration from messaging applications and notification systems to do so. “You have to do everything you can in the sense of the text to make it pierced as possible and make it personally as possible,” said Corvetz at that time.

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This brings us back to Francis’s invitation to words -based animation. Tactical breach treatments Not exactly the first game to use this technology! Game Boy and Game Boy Advance games like Golden sun and Fire logo It is widely used – the minute is told, the sound and the feeling of this advanced text is partly that these games stick to my head.

Heck, if I can give this site an option to move the Word Letters by Word without breaking it (long order), I would!

The animation can be for each message on a useful craft. The animal crossing chain is used in conjunction with the noise of nonsense to make every village involved in talking to it. But it is a deliberate choice, not comfort. If your game contains a simple text message to pass a letter – without any additional idea in the line or location on the screen or at the time, it is easy to take a fun activity and soften it to something gently.

Francis noticed that this technique works great for the comedy, because comedy benefits from timing and accuracy on how to deliver words. But it is not the only type he does. All types of games can benefit from the most attractive text.

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