Wasteland 2 Update #48: Writing and Localizing

WorstUsernameEver

But best title ever!
The latest Wasteland 2 update includes an ample write-up from Nathan Long on his job as a writer, a call to arms to localization volunteers, and the news that the team intends to announce a release date before the end of the month.

What Am I Doing Here?

So, what is my day to day job here at inXile?

Well, earlier on in the process, it was expanding the design docs created by the writers that had come before me - breaking them down into individual encounters, writing the descriptions and dialog for those encounters, and figuring out how they all tied together into a cohesive whole. And when I was done with one zone, I would move on to the next and do it all over again.

These days it’s a little more scattershot. We are in the tweaking and tuning phase, so I am doing a little of everything. Today Matt needs an extra radio call for an encounter in Arizona, Jeffrey needs a rewrite on a NPC in the Mannerite map because the logic for the encounter has changed, Zack needs to cut some interiors, so I have to rewrite a few scenes so the characters don't talk about being inside when they're actually outside, Brian wants me to rewrite a gag which he feels is in poor taste, and the backers have pointed out a continuity problem in a newly released encounter, so I have to come up with a solution.

I usually start the morning with a call to Matt (which he loves) to determine the priority of all the issues I've got on my list, then I get to work, knocking down items as quick as I can while more get added throughout the day. Occasionally an emergency will come up, and I'll suddenly have to switch over to something else, but usually it's just a slow steady flow of emails and delivered documents all day long.

But in all this work, no matter how scattered, no matter how minor the tweak, the most important consideration is making all of it feel like Wasteland. Brian, Matt and the rest of the developers have a clear, focused vision of what Wasteland 2 is and isn't, and it's my job to be in sync with them and make sure that all the writing in the game - no matter who originally wrote it - delivers on that vision and feels right and true and consistent from zone to zone and character to character. It’s a terrifying responsibility, but I'm happy to have been given the opportunity to do it.​
 
This reminds me of the sims for some reason. I actually like this dialogue version more
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than this one (the newest version)
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Loading human looks pretty nuts. VR is really going to change games...
https://www.kickstarter.com/projects/37135808/loading-human
 
Which is exactly why it must be huge, imo. Reading dialog in W2 right now is a pain due to the small text boxes. Besides this, the bottom one also looks like the dialog box could be increased in height even more if wanted (with interface mods, for example), which wouldn't be possible in the top version if you don't want to touch the interface graphics.

W2 doesn't have lip-sync nor super fancy animations in the dialog scenes. So there is no reason to do a super-zoom with full screen on the characters and all that jazz with tiny dialog text box.
 
might as well just go full screen if you're going to go that route then--could maybe do a low-rent comic book vibe. The size of the bottom one just feels awkward and busy.
 
Which is exactly why it must be huge, imo. Reading dialog in W2 right now is a pain due to the small text boxes. Besides this, the bottom one also looks like the dialog box could be increased in height even more if wanted (with interface mods, for example), which wouldn't be possible in the top version if you don't want to touch the interface graphics.

W2 doesn't have lip-sync nor super fancy animations in the dialog scenes. So there is no reason to do a super-zoom with full screen on the characters and all that jazz with tiny dialog text box.

why is alot of it in audio? i remember in fallout a lot of the time it did the fullscreen zoom in thing with still image of the person and had much larger text box.
 
By the way, I played something like 20 seconds of Wasteland 2 when the update launched, and the new dialogue UI isn't nearly as large as the update makes it look.
 
I would like to add my two cents as a non-native English speaker - the bigger dialogue screen, the better!
Because I can't rely on spoken words all the time, the only way is reading. And while you're trying to read text placed in a transparent field at bottom of the screen, with a huge NPC dancing or gesticulating wildly in the background, it may be pretty difficult to not puke. (Yup, Fallout New Vegas, I'm looking at you!)
 
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