Curious if that is typical for most. I never had complaints on it with DA but if it is generally not liked, then i can adjust that.
I've actually given that same feedback about multi-sentence fragments to other developers before on this site, but I didn't do it for DA because it was quite far along in development by the time I came across it and it didn't make sense to change the standard that late into the game, and I think I held back because it was used so infrequently in DA and even then it was pretty easy to just deal with. Some of the ones early on in
Broken Dreamers are pretty long sentences and annoying re-reads though. For example, the transition:
"Hello, Agent." -> press Enter/Space -> "Hello, Agent. I've been expecting you."
from
Broken Dreamers is not too much and can be easily ignored, but then the later transition in the same scene:
"Well, from your profile I assumed you'd prefer a more private venue as we finalize our discussion." -> press Enter/Space -> "Well, from your profile I assumed you'd prefer a more private venue as we finalize our discussion. Is it not suitable?"
makes it a bit tough to find where the new text is, and taking all that extra time just for four words feels a bit frustrating.
or maybe a CTC(Click to continue) would suffice. It is the blinkie icon that appears at the right side of say screen, usually found in japanese VNs.
No need to go that far. Just make it so that every space/enter key pressed to advance dialogue always results in a clean wipe of text. Then find a reasonable balance of not putting a wall of text (in the form of multiple long sentences) in front of the reader, while also not making it so that they are constantly pressing a key to. Advance. Every. Bit. Of. Text. like it's some sort of "exhaust all the menu options" H game. There will probably be stylistic reasons to break even these rules from time to time, but they would be good guidelines to follow I think.