No, this wasn't a reply to someone else' post.
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I'm just wondering how much dialogue is too much in a platformer like Castlevania. This isn't just some random question, it pertains to my game that's been forming in my head and on paper over the month.
So here's the thing: In Simon's Quest, there were priests and numerous townspeople who would talk to you, usually just saying one cryptic sentence each. In Dracula's Curse, defeating Grant or Alucard, or saving Sypha, led to a brief conversation with that person before asking if you wanted to team up. Symphony of the Night had encounters with Maria, which resulted in somewhat lengthy dialogues. Lament of Innocence had numerous cut-scene conversations with Rinaldo, Medusa, Succubus, Death, Walter, and so on. ... I haven't played the GBA or DS games yet, so I can't comment on those. Even other 2Dvanias, such as Ninja Gaiden, ahd dialogues. The first Ninja Gaiden had cut scenes before certain stages, which was continued in the sequels.
So how much is too much? What I was planning in my game so far is as follows. Throughout the game you can encounter a merchant, usually hidden, who will feed you briefly some local lore
a la Simon's Quest and then sell you some useful stuff (1UPs, health refills, continues, relics). This should be the only dialogue for most of the game as far as I've come up with anything, which in and of itself should add to the creepiness factor (two of the planned bosses may just seem weird at first, until you figure out what they are supposed to be based on the cryptic tales of the merchants, and then they're more disturbing). However, I was planning on a slightly more extensive dialogue between Leon, Death and Mathias consisting of a few sentences, maybe no more than 5 or 6 total between the three of them. However this has changed into a full-blown preconfrontational dialogue (on the origin of man, demons and vampires, if you must know) between Leon and the two antagonists.
I'm just wondering, would this recent development would be too much? Or would a lengthy dialogue before the final battle (or even amidst it, as has been planned originally), be a breath of fresh air and welcome change to the otherwise mechanical platformer elements?