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Red Slime
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Is tis conversation too hard to understand? 
 PostFri Nov 19, 2010 1:28 am
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We're considering a new game called Cait and the Dragon. She a Celt so we would like to use an Irish English sounding dialog. It would read something like this (P-for priest; C-Cait; M-Maggie; and S-for Shawn):

P: “Tis grand news, darlin’, Caitlin MacIain.”

C: “Wot tis it good priest?”

P: “Ye been chosen, me darlin’, ah a rare gift indeed.”

C: “Uh say wot?”

P: “Dante, of course. My courageous darlin’ ye'll be a hero!”

C: “Are you cracked! Ah, tis a cold day in hell afor I agree ta such rot! I’m not goin to become the main course fer some overstuffed $%$&$#%@# dragon!” {she walks away}

P: “But child, if ye are choosen to freely give yoreself to him, ye’ll be guaranteed a choice in yer next life for sure.”

C: “I not be leavin this life right now, thank ye kindly!”


Can you understand what they are saying? Would putting in the dialog help? Any ideas how to make this story feel Celtic if not using dialog? Any help would be greatly appreciated. Thanks! Smile
Liquid Metal Slime
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 PostFri Nov 19, 2010 2:50 am
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Bizarre phonetic speeches like these are neat and not too difficult to understand, but if they're used too much, it can get very annoying very fast.

The real question here is whether this is a conversation between main characters or minor characters. A one-off NPC dialogue like this is fine, and can add charm to an RPG town or somesuch.
But if a main character talks like this for the entire game, I'll either spend way too long reading them or skip them all together.

EDIT:
Quote:
I’m not goin to become the main course fer some overstuffed $%$&$#%@# dragon!

The garbled censor there is a bit strange to look at. Might I suggest improvising an Unusual Euphemism?
Liquid Metal Slime
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 PostFri Nov 19, 2010 3:21 am
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Figure any word that uses the same first and last letter with mostly similar letters in the middle will at least resemble a word that the reader would already understand, so implementing a dialect that's a little off-English isn't going to be too difficult to read through. I agree with Baconlabs that it could get old fast, but only if you throw it into huge chunks of dialogue. I think if you limit dialogue to two or three lines per box, then you might be able to maintain the player's attention throughout.

As for Celtic elements, obviously you'll want Celtic music and Celtic clothing and architecture to keep the authenticity intact. Celtic lore will probably fit in nicely, as well.

And for the record, I like Celtic things, so I'd be happy to preview the game for you if you'd like. Should be interesting. I try to be thorough with feedback.
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Liquid Metal King Slime
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 PostFri Nov 19, 2010 5:07 am
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I like the accents, and I had no trouble reading them.

Text boxes like that are fun to read out loud :)
Red Slime
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Is tis conversation too hard to understand? 
 PostFri Jan 07, 2011 1:00 am
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Sorry tis been taken so long since we responded on this here thread and thank ye to everyone for yer feed back.

Tis the studying castles, Irish towns and building, culture, history, religion before St. Pat and the speech that is taking so much time and we'll be toning the conversation down a bit. Aye, We've picked up a lot of books from Ireland to get the conversation down and make it easier to be reading but these keep the flavor of the culture as well. A better balance than our first attempted, to be sure.

Still its taking a lot of time. Haven't even finished the village yet. Still thanks for the support. We'll be updating agin on this game as we get more done.
The high and mighty confused queen of the thirteenth tile on the bathroom floor
Liquid Metal Slime
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 PostFri Jan 07, 2011 6:55 am
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Wow, you are dedicated to this. This should prove quite interesting.

(Maybe other users will take your cue and research their subjects a little more thoroughly before making something.)

Looks like the dialect will work out if the language in your post will translate to the game. It's certainly easy to read. Good job.
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