I know I shouldn't complain about something like this. After all, it's one of those things that we should appreciate about a game with depth greater than another Halo or COD game, but they are still awful in how they are usually executed. And there is nothing wrong with a straight action shooter, but there have been a lot less bioshocks than some might prefer.
I mean in Bioshock I found an audio recording of the villain gloating to nobody but their audio diary how dastardly clever their plan was... I mean this person recorded their own confession! Most of the time these logs are interminably tedious and boring to get through, they are just so unnatural trying to get characters to just monologue in any kind of natural and compelling way.
Logs clearly don't work trying to transfer what one person knows into what the player knows. People don't simply record down what they know and think for plot convenience.
I know games are not films, but this is one lesson games could do with learning from films, that good exposition comes from DIALOGUE. People asking questions and getting replies. Yes, Shakespeare mastered the soliloquy, but he definitely broke the 4th wall and had to be quite poetic to do that... plus he was Shakespeare.
Really, if the character isn't talking to the player, they need to be talking to someone else. This is the only natural way that information can really get out.
I mean there are such better alternatives:
-Conspirators would have their phones bugged, find those recordings and learn about their plans.
-Evil organisations would have evil meetings, they'd probably be recorded for evil minute keeping.
-Intercepted radio communications from between a duo of adventurers, where you can discover their characters long before meeting them.
-An informant might wear a wire and searching a body for loot you might find their recording device, along with their last few conversations... the one's leading to their death.
One sided conversations can, I think, work for VERY brief snippets, like a message left on a phone, something like "If things get any worse, meet me by Dock 18 tonight... I may have a way out of here!". Messages left for the playable character must be above all else balanced for brevity.
I never want to listen through another stilted audio-log waiting for them to reveal the code for a door, usually as soon as they
It would be okay if it was hilariously bad, like Resident Evil 1
But it isn't, most of the audio logs in such games are simply passably dull.
PS: what do you think about this? Good? bad? What's the solution or improvement?
I mean in Bioshock I found an audio recording of the villain gloating to nobody but their audio diary how dastardly clever their plan was... I mean this person recorded their own confession! Most of the time these logs are interminably tedious and boring to get through, they are just so unnatural trying to get characters to just monologue in any kind of natural and compelling way.
Logs clearly don't work trying to transfer what one person knows into what the player knows. People don't simply record down what they know and think for plot convenience.
I know games are not films, but this is one lesson games could do with learning from films, that good exposition comes from DIALOGUE. People asking questions and getting replies. Yes, Shakespeare mastered the soliloquy, but he definitely broke the 4th wall and had to be quite poetic to do that... plus he was Shakespeare.
Really, if the character isn't talking to the player, they need to be talking to someone else. This is the only natural way that information can really get out.
I mean there are such better alternatives:
-Conspirators would have their phones bugged, find those recordings and learn about their plans.
-Evil organisations would have evil meetings, they'd probably be recorded for evil minute keeping.
-Intercepted radio communications from between a duo of adventurers, where you can discover their characters long before meeting them.
-An informant might wear a wire and searching a body for loot you might find their recording device, along with their last few conversations... the one's leading to their death.
One sided conversations can, I think, work for VERY brief snippets, like a message left on a phone, something like "If things get any worse, meet me by Dock 18 tonight... I may have a way out of here!". Messages left for the playable character must be above all else balanced for brevity.
I never want to listen through another stilted audio-log waiting for them to reveal the code for a door, usually as soon as they
It would be okay if it was hilariously bad, like Resident Evil 1
But it isn't, most of the audio logs in such games are simply passably dull.
PS: what do you think about this? Good? bad? What's the solution or improvement?