In which the author explores what kinds of ‘poor craftsmanship’ can be gotten away with when developing dialogue boxes.

Recently when I was making a dialogue box system for The Book of Invasions, I decided I would open the PlayStation-era Final Fantasy games to see how they were done there. Specifically, I wanted to know:

  • Is it okay if a dialogue box obscures a character?
  • Does it need to be near the character who is speaking?
  • How big can I make them?

In the end, I discovered that the answer to each question (and some unasked questions) was: nothing matters very much.

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