I will agree with this a little, i think the main reason is that the body’s motions are clear and emotional, but the problem is that the two conflict, if you know about delivering information (not that i’m an expert, but i heard it somewhere) there’s a point that Text and Visuals compete, and having bolth at the same time (without naration) will actually make the delivery more ineffective
This also is a thing with visual design, having text makes the text a very gravitating part of the image for the eyes
I think SH has the same issue here, they’re competing, the hearthling’s animations are great, they give context to the simple ‘like/hate/meh’ icons above, but the problem is that the player is looking at the conversation bubble and not the Hearthling’s motion, the bubble has Reeealy high contrast with the background, so it pops, but the Hearthling has comparatively weak contrast, and even if the motion is clear in testing, in the actual game, the silhouette is not strong enough to compete with the icons and bubbles above, and the fact that the animations are quite slow don’t help either, because motion attracts the eye, and those are not fast enough to be interesting to the eyes
And i guess this is a task for @malley (also, sorry to have thees feedback after the release and all the work, but it just stuck me now)
I think there are two ways to fix/improve this, and first is to have the animations not shorter, but snappier,
Here, this might help
At about 2:00 they show a clip from Steven Universe, and i think it should look more like that in motion, to put it the othet way, imagine that same clip, but all poses were smoothly connecting to each other, in other words, the animation was always moving smoothly.
It’s definitely more ‘realistic’ but it would be much less readable because the viewer dosn’t have the time to take in the emotions of the pose, and the constant movement will distract the viewer from the overal pose
A good example is the emote for the conversation where the Hearthling kind of points here and there and then tosses the conversation back to the other Hearthling, it’s good, but because the hand never really stops during the pointing, i personally felt like he/she was just moving/waving their hands rather then pointing in any sense, and it was quite confusing because i almost lost track of the motion and didn’t read any poses beside the ending where they point to their own hand and tosses it back because i also had to look at the speach bubble (it has a ‘…’ but it still competes)
I feel like Smooth animations work for most actions because it doesn’t have to compete, but here where it’s competing with the speach bubble, it has to be ‘Dumbed Down’ so the pose/silhouette and emotion has time to sink in and deliver it’s part
The second way would unsurprisingly enough be the face, i understand Scale in animations have been pushed a bit back due to tech reasons and that’s fine, but this is where it really mattered, because the part of a Harthling that has the Highest contrast is their eyes because they’re pure black (not so much for darker skins, but it is still quite visible for them) and as i mentioned earlier, the body-language is weak because of the lak of contrast, but the Eyes are currently one of the few things that can compete with the speach bubble, aaaaaand they’re still snd emotionless, again, hindering the delivery of context by the animation because it is the single most visible part of the Hearthling that has high contrast and is high enough to be close to the speach bubble within the player’s view
Another small way would be the voices, if you were to add some mumbling of some sort that effectively deliveres the tone and emotions, that would greatly help the context be delivered and aid the animations to be read because the player doesn’t have to pay as much attention to the speach bubble anymore
Honestly? If we were going for just making the Hearthlings feel more alive, and not care about commemorating your actions in the town, i’d just remove the Speach Bubbles, as for why? Well look at how Starbound’s NPC’s interact with each other, sure they have tags or speaches later to hint at what happened, but at the very moment of the conversation? They deliver everything perfectly with simple poses, faces, and motion (not even sound)
But i understand that SH has a goal of commemorating your actions, so more complications yay
I hope that all made sense and i didn’t contradict myself or something, but that is hoe i feel looking at the delivery is in honest and critical light