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Forspoken devs will tone down 'banter' in response to feedback

cormack12

Gold Member
Source: https://www.playstationlifestyle.net/2022/03/31/forspoken-ps5-devs-listening-to-feedback/amp/

Speaking to Game Informer, creative producer Raio Mitsuno said that one of the things Square Enix’s Luminous Productions team is addressing is the frequency of chatter between protagonist Frey and her companion Cuff, which people felt was a bit overwhelming based on what has been shown of the game thus far.

The game has a promising premise but many have pointed out that despite numerous high-profile devs being attached to Forspoken, it looks a bit rough. Mitsuno has reassured Game Informer that the developers are looking into “a lot of feedback” and plan to make adjustments accordingly so that “it’s kind of the optimal experience.”

“There’s been some commentary about the frequency of banter between Frey and Cuff when you’re out in the world,” Mitsuno said. “Those kinds of things we’re looking at in terms of fine-tuning the frequency, making sure that it’s not to the point where it feels overwhelming, but we want to make sure it’s timed nicely – where it doesn’t feel like there’s too much silence when you’re playing out in the vast world.”
 

Hobbygaming

has been asked to post in 'Grounded' mode.
I hope lots of developers do this. Did Guerilla ever tone down Aloy enough? They did some in a patch, but she was still pointing out the obvious at times or giving too many hints.
I never had an issue with Aloy talking but Frey talked a little too much in the Forspoken trailer, most of the other stuff looked good
 
Would be a nice surprise if devs actually start listening to early criticism instead of just posing as if they're listening. Srsly you'd think everyone would do this, add a couple months to overall dev time and release a better product developed "together with the community" (or whatever marketing propaganda you'd come up with) to give your product a good start. You know, to not let it die on release because everyone already knows your game is not worth the 100 quid you're asking.
 

Pejo

Member
the combat .... look good

Jake Gyllenhaal No GIF
 

Deft Beck

Member
In-game dialogue makes the most impact when it's meaningful and timed well. Having it omnipresent is distracting and makes it feel like the developers have no confidence in creating and maintaining a mood.
 

SilentUser

Member
That's a good thing, honestly. Game is shaping up to be great, but the dialogue is borderline unbearable and the constant use of the foul language is off putting.
 

Shifty

Member
Cool. Entire rest of the industry, take note.

Now if they can fix up the game's other 99 problems...

They should look to Daikatana for an example of how team AI should be done.
I can't leave without my buddy Superfly... :pie_thinking:
 

Metnut

Member
We’ll see how it turns out but promising that they are listening to feedback. There’s a good game in there somewhere, hopefully the devs can make it work.
 

Fbh

Member
Good.
Some good banter is fun and I don't mind character reacting to the world around them, but a lot of devs take it way too far.

Yup, Lara in Shadow was the worst example though.

I played through Shadow recently and I don't know if it's a new option but if you play on hard she actually won't comment on puzzles and won't give you hints.
Seems stupid to have that option tied to difficulty, but at least it's there.
 
Last edited:

Vaelka

Member
This has to be some shit they learn in school for game dev...
I don't understand why this is so common.

I've thought a lot about this recently especially with the response to Elden Ring from a lot of devs in the West.
It made me think of games like the new SW:Battlefront 2 compared to the old Battlefront 2.
The new one just has this artificial feel to it if that makes sense, the arcade mode compared to the original especially there's just something about it that makes it feel like it's designed less as a game and more as a '' product ''.
It's so controlled and lackluster, like they don't want to give you options they want to control the experience and they want to push you into the online to make MTX money and the singleplayer campaign.


I think most of these big AAA studios have a similar feel to their game where they feel like a '' shiny product '' rather than something that was made by people who just love and understand games.
I really wonder if it's an education thing because so many devs seem to genuinely view it that way and not from the pov of someone who actually plays games.
The whole UI conversation with devs from Ubisoft and Guerilla Games really made me think about that, but it's quite widespread.

The banter and characters telling you what to do constantly is another one of these things, I just don't understand how it even makes it into games the way it does it just makes me question if they even play games and know how annoying and overbearing it is.
 
Good.
Some good banter is fun and I don't mind character reacting to the world around them, but a lot of devs take it way too far.



I played through Shadow recently and I don't know if it's a new option but if you play on hard she actually won't comment on puzzles and won't give you hints.
Seems stupid to have that option tied to difficulty, but at least it's there.
Came here to post about Shadow of the Tomb Raider actually. I always thought it was nice that they at least had the option to turn off all the puzzle hints. It made the game a lot more immersive.

I think devs need to learn when their characters can just be quiet sometimes. Like in said newer Tomb Raider games, it’s pretty interesting when you find an artifact and Lara Goes on a monologue about it as it helps characterize her, but it’s annoying if she’s constantly reminding the player hints to a puzzle.
 
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Kagoshima_Luke

Gold Member
Someone needs to make video with the hero in Elden Ring constantly talking to themselves and tossing out hints.

“I really should go back to the round table hold and talk to Gideon. He’d probably like to hear about this.”

“Maybe fire would be effective on this enemy. I should see if I have any fire weapons.”
 

Zeroing

Banned
I hope lots of developers do this. Did Guerilla ever tone down Aloy enough? They did some in a patch, but she was still pointing out the obvious at times or giving too many hints.
It made sense for Aloy as a character, she was an outcast, I assume if someone grow up not talking to anyone, yeah you would be talking to yourself a lot!

Now talking to your magical bracelets named cuff that’s a different story
 

vpance

Member
Someone needs to make video with the hero in Elden Ring constantly talking to themselves and tossing out hints.

“I really should go back to the round table hold and talk to Gideon. He’d probably like to hear about this.”

“Maybe fire would be effective on this enemy. I should see if I have any fire weapons.”

"Maybe I should level up another 30 times for this boss"
 

SSfox

Member
Good.
Some good banter is fun and I don't mind character reacting to the world around them, but a lot of devs take it way too far.



I played through Shadow recently and I don't know if it's a new option but if you play on hard she actually won't comment on puzzles and won't give you hints.
Seems stupid to have that option tied to difficulty, but at least it's there.
It's probably new then, i remember i try everything to make her shut up and nothing worked
 
This has to be some shit they learn in school for game dev...
I don't understand why this is so common.

I've thought a lot about this recently especially with the response to Elden Ring from a lot of devs in the West.
It made me think of games like the new SW:Battlefront 2 compared to the old Battlefront 2.
The new one just has this artificial feel to it if that makes sense, the arcade mode compared to the original especially there's just something about it that makes it feel like it's designed less as a game and more as a '' product ''.
It's so controlled and lackluster, like they don't want to give you options they want to control the experience and they want to push you into the online to make MTX money and the singleplayer campaign.


I think most of these big AAA studios have a similar feel to their game where they feel like a '' shiny product '' rather than something that was made by people who just love and understand games.
I really wonder if it's an education thing because so many devs seem to genuinely view it that way and not from the pov of someone who actually plays games.
The whole UI conversation with devs from Ubisoft and Guerilla Games really made me think about that, but it's quite widespread.

The banter and characters telling you what to do constantly is another one of these things, I just don't understand how it even makes it into games the way it does it just makes me question if they even play games and know how annoying and overbearing it is.
I’m imagining a development team who has a lot of great folks, and some people in leadership who are more casual gamers or don’t play much. These leadership people are going to give feedback like “I don’t know where to go” which can be understandably frustrating and the team is going to want to address that feedback. Having the character tell you is…not great, totally forth wall breaking, but at least it’s not a UI popup, so they develop that system to make the bosses happy who don’t play games. Then, as developers, they want people to see the system they made so its implementation is overbearing. A clear menu toggle would be a good compromise, like “receive hints from aloy” checkbox.
 

BreakOut

Member
I think this game is going to be the poster child for AMD. It seems like every technology they are introducing us being put into this game. Like a tech test, maybe it’s just me but it seems that way.

That aside, I’m like really excited for this game. Probably more so than any other game has been announced. I truly can’t imagine not thinking this game looks awesome. I can’t wrap my head around some of the hate it gets.
 

rofif

Can’t Git Gud
I don't know how to feel about this.
Devs should know what they are doing. now their vision is altered based on criticism. but nobody played the game
 
Personally I'd love a slider of sorts so people can choose how chatty they want their protagonist. I love to hear the banter but understand those who don't. Having more options should make it easier to satisfy everyone.
 

Mister Wolf

Gold Member
I don't know how to feel about this.
Devs should know what they are doing. now their vision is altered based on criticism. but nobody played the game

Criticism from potential customers helped Octopath Traveler and Triangle Strategy.
 

kizito

Member
I never had an issue with Aloy talking but Frey talked a little too much in the Forspoken trailer, most of the other stuff looked good
I sold Horizon Forbidden Wrest very quickly as I couldn't stand the incessant self-talking. You enter into a room, immediately notice the large lock with a red battery sign barred, meaning you need to find a battery and you are probably expected to use your brain for solving the puzzle aaaaaand :
- 5 seconds in : "Looks like there is no power in this room".
- 10 seconds later : "Mmmm, I should restore the energy"
- Another 10 seconds later : "I have to look for a battery cell and put it in the lock"
- Repeat every 30 seconds : "I have to restore the power by finding a battery, I can see some light on that upper platform"

Damn, I sold the game after 5 hours for not respecting my intelligence. Hated the constant obvious hints as soon as you enter in a puzzle room.
 
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