Dit Dit Dit
When you’re playing a game, particularly a game with quite a bit of text, is there something that makes the experience worse for you? For me, it is the default use of text being dripped out in front of you, letter by letter. This didn’t always bother me, it was just always how it has been done as long as I can remember. I am sure there is a very interesting historical deep dive on this topic, how it perhaps started with Teletype games, or some other similar origin. Regardless of how it began, it has been nearly ubiquitous in the games I’ve been playing since the early ‘80s, but that definitely doesn’t mean it’s the best way to put game text into my eyes.
This method started getting to me sometime around Super Paper Mario on the Wii, when a whole cast of quirky characters had to type out their comedic lines so slowly that any humor was not just lost, but morphed into a tedious experience. Yes, you can normally speed things up with button presses, or maybe a menu setting, but that just adds a frustration point and unneeded interaction when all the developer wanted me to do was read some text. This is not how anyone reads, comprehends, and enjoys text.
Super Paper Mario RPG text in progress. Taken from full game walkthrough video here.
Thankfully, Tom Francis has given us one way to move away from this with the somewhat obvious and also genius way of showing the text one word at a time in Tactical Breach Wizards. Much like speed-reading apps and courses do, getting one word in your face at a time is much easier for many readers like me who like to just read when reading instead of pushing a button while reading.
There are other ways to move away from this too, though! For instance, Yako Taro’s Voice of Cards games, where an entire sentence or paragraph is revealed at a time. Yes, there are button presses between, but it feels interactive in a way that paces the story, and lets you actually read the text in a way that the writer intended.
Voice of Cards Text Example from Square-Enix marketing
None of this makes or breaks a game for me, as I am used to sidelining this gripe and enjoying a game regardless. I just want developers to think about it before implementing the de facto standard implementation.