![](https://ffxiv-roleplayers.com/mybb18/images/reksio/flecha.png)
Wellp, I voted, but I'll weigh in, too.
I'm going to take a risk with a sizeable statement here...
I've never seen people use " " to denote IC chatter in an MMO before. (Or if I have, never on a large enough scale to take note of it). Â "NOOB!" I hear you cry! "You've not been RPing long then, nub!" I hear others cry, but then... I've been doing this for the best part of 15 years now, since the days of Ragnarok Online, Everquest and Neverwinter Nights.
RPers in those games, and many onwards, have historically tended to assume that what happens in /s or /say is in-character (Helped somewhat by having dedicated roleplay servers, but even with the lack of such? Â It's often quite simple to determine who's IC and who's not. Â Running around with their levelling subligar all up in your face, rabbit-hopping all around, or spamming actions etc). Â If it's out-of-character, it is/was denoted by (( )).
What's happened in /em, /e, etc. tended to be heavily leaning towards the action or emote, and any chatter within said emote is then, yes, marked with quotations for clarity but was generally kept to a minimum. Â (I'm guilty of chatting in the middle of an emote as much as anyone else, I'm sure.)
And it's something I'll continue to do, especially as FF allows me to clearly differentiate between emotes and chatter by colouring the two differently - it goes a long way towards scanning a busy scrolling, chatlog (Along with indents for time, too. That really helps clarify where one person finishes speaking and another begins!)
I can see the benefits of using quotations in /say to squeeze in emotes, of course. Â If you have a lot to say, for instance, and need to fit in gestures for emphasis, but then there's an issue with that... what if, in the course of your character delivering their spiel, with wild hand waving and crazy tap-dancing, someone's character would naturally want to interrupt? Â By breaking it down into clear /say and /em, it gives people time to read and respond appropriately. Â If they do interrupt, then end what you're typing with "-..." at whatever point you're at, and react accordingly.
Just makes the roleplay a little more interactive, I think.
This could probably have been worded in a more structured, cohesive manner, but... eh. Â Typed as the thoughts came.
I'm going to take a risk with a sizeable statement here...
I've never seen people use " " to denote IC chatter in an MMO before. (Or if I have, never on a large enough scale to take note of it). Â "NOOB!" I hear you cry! "You've not been RPing long then, nub!" I hear others cry, but then... I've been doing this for the best part of 15 years now, since the days of Ragnarok Online, Everquest and Neverwinter Nights.
RPers in those games, and many onwards, have historically tended to assume that what happens in /s or /say is in-character (Helped somewhat by having dedicated roleplay servers, but even with the lack of such? Â It's often quite simple to determine who's IC and who's not. Â Running around with their levelling subligar all up in your face, rabbit-hopping all around, or spamming actions etc). Â If it's out-of-character, it is/was denoted by (( )).
What's happened in /em, /e, etc. tended to be heavily leaning towards the action or emote, and any chatter within said emote is then, yes, marked with quotations for clarity but was generally kept to a minimum. Â (I'm guilty of chatting in the middle of an emote as much as anyone else, I'm sure.)
And it's something I'll continue to do, especially as FF allows me to clearly differentiate between emotes and chatter by colouring the two differently - it goes a long way towards scanning a busy scrolling, chatlog (Along with indents for time, too. That really helps clarify where one person finishes speaking and another begins!)
I can see the benefits of using quotations in /say to squeeze in emotes, of course. Â If you have a lot to say, for instance, and need to fit in gestures for emphasis, but then there's an issue with that... what if, in the course of your character delivering their spiel, with wild hand waving and crazy tap-dancing, someone's character would naturally want to interrupt? Â By breaking it down into clear /say and /em, it gives people time to read and respond appropriately. Â If they do interrupt, then end what you're typing with "-..." at whatever point you're at, and react accordingly.
Just makes the roleplay a little more interactive, I think.
This could probably have been worded in a more structured, cohesive manner, but... eh. Â Typed as the thoughts came.