Feature Request - Repeating Conversations
I have a feature request for your games.
when going through a conversation with the characters you will eventually start repeating parts of the converstation.
wouldn't it be usefull if rather than having to repeat the converstaion you could show an indication to us that the converstaion has been exhausted. e.g. highlighting the topic in a different colour (e.g. red) so that we know when we have gone through the whole speech.
That way we wouldn't have to listen through at least one repeated sequence of speech again and have to click skip through it.
when going through a conversation with the characters you will eventually start repeating parts of the converstation.
wouldn't it be usefull if rather than having to repeat the converstaion you could show an indication to us that the converstaion has been exhausted. e.g. highlighting the topic in a different colour (e.g. red) so that we know when we have gone through the whole speech.
That way we wouldn't have to listen through at least one repeated sequence of speech again and have to click skip through it.
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yes I know, but then it does start to repeat, thats what i'm trying to say, my way would let you know before you click on the topic if you've heard it before or not.
It's just a time saver for people that like to play though the game efficiently, it wouldn't stop you from going through the conversaitions again if thats what you wanted to do.
off topic:
how do you make polls?
Sorry, I was replying to xChri5x.
I think what you're suggesting is a good idea.
I'm sorry, but I'll have to go conservative on this issue (though I'm still voting for Max, of course ).
P.S.: Some of my favorite lines from the original Sam & Max game are the various "I can't pick that up" Sam says after you try to "pick up" the door at their office. Hilarious.
I agree with all of the above!
I thought the number one complaint is that the games are already too short! I do agree, though. That would be a neat feature to have.
When the player stopped talking to someone who still had important things left to say, a little triangle appeared over their head as a visual clue.
The idea being that the player didn't then get stuck later having missed a vital instruction/clue/plot trigger.
"Hey bosco, what's that thing floating over your head?"
Eloquently-stated. That's what I do when I hit a dialogue dead-end.
Possibly the easiest solution would just be to give lines of dialogue that can repeat an obvious name. E.g. "What did you say is troubling you again?" "What did you want me to do again?" "Where did you say that pink elephant hid your shoes again?".
But then just to be funny the designers would probably through a hidden joke like 5 repeats into that dialog and make the whole thing moot.
SHHHHH!!!!!
(click)
That reminds me of a joke about French.... but you probably don't want to hear it.
(click)
That reminds me of a joke about French.... but you probably don't want to hear it.
(click)
That reminds me of a joke about French.... but you probably don't want to hear it.
(click)
That reminds me of a joke about French.... but you probably don't want to hear it.
(click)
Ok, here's the joke:
What's the difference between .... (Dialog from a real game, 10 points to whoever says which game)
Or maybe clicking for the eleventh time, you'll get the knife (20 points) , or you'll make Sam sob (1 honorary point).
The first one to get 32 points gets a surprise prize. Only one entry per player allowed. Void where forbidden by law. Only the first one to answer correctly wins.
Hmmm, this rings a bell.
Maybe...
Nope, Murray got it right: HTR
Come'on folks, only one more to go...
Yeah, like I mentioned on the first page of this very thread.