I guess it wouldn't be as much fun if we admitted that this is one good path to take to a good game, but that there are also games that use words to wonderful effect.
Prince of Persia: The Sands of Time, for example. Also designed and written by Jordan Mechner, in this one the Prince doesn't shut up - to good effect. In fact, the game is presented as a story told orally by the Prince.
Also Mechner's The Last Express: a murder mystery in the Agatha Christie vein. Mechner is also screenwriter for this year's Bruckheimer blockbuster version of Prince of Persia.
I think the key point is that it's not how much talking there is, it's how well it's used that matters.
Also Mechner's The Last Express: a murder mystery in the Agatha Christie vein. Mechner is also screenwriter for this year's Bruckheimer blockbuster version of Prince of Persia.
I think the key point is that it's not how much talking there is, it's how well it's used that matters.