*Disclaimer, I suck at putting my thoughts together in a forum thread.
Also, I am mostly referring to western RPGs in this case. Games like Final Fantasy Tactics are exempt for having awesome sprite animations.
This is something that has always kind of irked me and with the recent resurgence of the isometric RPG, I thought I'd bring it up again for perhaps a bit of discussion. Most isometric RPGs are played decently zoomed out from your character and even when you can zoom in, even when the models are quite detailed, the animation is not really going to be doing much for you. It won't be in sync with dialogue you are reading as text and you won't see anything about their face.
This makes it really hard to bring any life to the character, in my opinion. I always wondered why more games that rely on a lot of heavy text don't write their narrative more in the vein of Planescape: Torment. That was a game that savored every dialogue window and it made all the characters that much more interesting. You had so much more of a feel for who was in front of you that you ever could from just looking at their model on the screen, flailing away with some canned "Talking to you" animation.
For those unfamiliar with Torment, it wrote things out much like how you'd expect to see while reading a book. It gave you descriptions of characters, their actions as they spoke with you, a lot of subtle things. It really helped to flesh them out. I always wondered why this approach was not used more often.
I guess it boils down to wondering why they don't write it more like an actual book narrative. I understand that video games are a visual medium but when you choose a style that clearly isn't getting across the kind of information required to create a believable character, why not fill in the blanks where you can?
Here are a few random Torment screens just for reference.
Am I alone in thinking this? Even some isometric games that many praised for being amazing just spewed dialogue at you in long blocks with nothing else. Baldurs Gate comes to mind.
Also, I am mostly referring to western RPGs in this case. Games like Final Fantasy Tactics are exempt for having awesome sprite animations.
This is something that has always kind of irked me and with the recent resurgence of the isometric RPG, I thought I'd bring it up again for perhaps a bit of discussion. Most isometric RPGs are played decently zoomed out from your character and even when you can zoom in, even when the models are quite detailed, the animation is not really going to be doing much for you. It won't be in sync with dialogue you are reading as text and you won't see anything about their face.
This makes it really hard to bring any life to the character, in my opinion. I always wondered why more games that rely on a lot of heavy text don't write their narrative more in the vein of Planescape: Torment. That was a game that savored every dialogue window and it made all the characters that much more interesting. You had so much more of a feel for who was in front of you that you ever could from just looking at their model on the screen, flailing away with some canned "Talking to you" animation.
For those unfamiliar with Torment, it wrote things out much like how you'd expect to see while reading a book. It gave you descriptions of characters, their actions as they spoke with you, a lot of subtle things. It really helped to flesh them out. I always wondered why this approach was not used more often.
I guess it boils down to wondering why they don't write it more like an actual book narrative. I understand that video games are a visual medium but when you choose a style that clearly isn't getting across the kind of information required to create a believable character, why not fill in the blanks where you can?
Here are a few random Torment screens just for reference.


Am I alone in thinking this? Even some isometric games that many praised for being amazing just spewed dialogue at you in long blocks with nothing else. Baldurs Gate comes to mind.