Lakem
Joined: 09 May 2006
Posts: 19
So, in a game that's really social, you can't underestimate the power of emotes to immersiveness. Otherwise you have just a chat program with overly customizable avatars and too small of a chat area. There's that whole 'communciation is 70% non-verbal' thing that gets missed.
But I always found it a pain to use emote animations in conversation. Okay... typetypetypetypeEnter. Now type the emote command or keybind to punctuate my statement. By the time I'm done with that - two other chat lines have gone by.
So my suggestion is to allow animation emotes to be triggered by text in your chat line. If I type in: *laugh* that's funny!, then my avvie does the laugh animation and the chat scroll says: Lakem laughs, "that's funny!". Or if I put a ; ) in my text, the avvie should wink and give a thumbs up or something.
I think that this would allow a greater amount of expression in chat with a minimal amount of extra work as well as syncing it up. And it would make interaction seem a lot more real. Plus, modifying how the chat scroll is presented (including the Lakem laughs as part of the same line) make it easier to track emotes to the associated chat text without needing another carriage return. These could be embedded into emote commands too: /me laughs like a crazy person *laugh*
If moods are implemented, it's possible that mood could affect which animation is attached to which trigger. If ya wanted to get fancy, maybe triggers could be customizable, but that's just icing.
But I always found it a pain to use emote animations in conversation. Okay... typetypetypetypeEnter. Now type the emote command or keybind to punctuate my statement. By the time I'm done with that - two other chat lines have gone by.
So my suggestion is to allow animation emotes to be triggered by text in your chat line. If I type in: *laugh* that's funny!, then my avvie does the laugh animation and the chat scroll says: Lakem laughs, "that's funny!". Or if I put a ; ) in my text, the avvie should wink and give a thumbs up or something.
I think that this would allow a greater amount of expression in chat with a minimal amount of extra work as well as syncing it up. And it would make interaction seem a lot more real. Plus, modifying how the chat scroll is presented (including the Lakem laughs as part of the same line) make it easier to track emotes to the associated chat text without needing another carriage return. These could be embedded into emote commands too: /me laughs like a crazy person *laugh*
If moods are implemented, it's possible that mood could affect which animation is attached to which trigger. If ya wanted to get fancy, maybe triggers could be customizable, but that's just icing.

