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@jgbourque When we discussed this you pointed out that the advantage of having introductory dialogue is that it shows new contributors that this is possible and how to do it; and they can delete it if they choose. Whereas if there is no Cinematic (to be renamed, perhaps - #1346) node in the scene, it's harder to know that it's possible if you do want to, and how to do it. I think this problem is made worse by there being several different ways to play intro dialogue. The combat game has special support for it, while e.g. stealth does not. So if we do #1346 and make this be done the same way everywhere, with a more obvious name, then perhaps it would be enough to place a DialoguePlayer node in one of the template scenes, which can be used as a reference if learners want to show intro dialogue elsewhere? |
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Currently, many scenes in the game have dialogue that plays automatically when you enter the scene:
I personally don't really like this pattern. I would prefer for the scene to be set based on clues in the environment. And the problem with putting instructions into auto-playing dialogue is that if you skip past the instructions, you have no way to get them back. For instance as described in #1327 I watched a group of players skip through the dialogue and then have no idea what they were supposed to do in the puzzle.
I would prefer to use a combination of signposts (which you can walk up to and read, more than once) and NPCs (who you can talk to more than once), and then allow the environment to set the scene for itself.
However it's true that it would be a lot more art/design work to establish the Stella sequence puzzle scene as being set in the Kalahari Desert without simply saying so!
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