Side note to your side note
Fixed text scrolling isn’t necessarily bad but it’s nice to be able to speed through text, especially in a text heavy game. This way the game can cater to be tailored to the needs of the individual. However, if I had a dollar for every time I accidentally clicked past a once-occurring piece of text containing vital storyline information, I’d probably be able to buy a vowel… which is easy to do in a genre of game like an rpg where 75% or more of the games text is filler… In which case, both scrolling text designs and fixed text show their limitations for use in our game.
what to do
A simple fix in design. Random npc conversations should be able to be sped through without exception. Each segment of pertinent storyline text could be sped through without the fear or potential to run right by it by making storyline sequences feature a prompt before clearing the dialogue box… Zelda Ooc was pretty good about allowing the reader to speed through text, but also making it difficult to miss vital information by making the dialogue boxes not disappear immediately until being prompted to move on again after the text had been zipped through.
Just an idear!
We could also provide the option to skip past all long text by holding down a certain key for a few seconds, an option which may be given to the gamer from the beginning or unlocked after beaing the game once, or whatever. Not sure.