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Improving In-Game Dialogue
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Author: Modesty
Updated: October 05, 2007
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Making cut-scene dialogue or random NPC banter interesting may take some
practice. Much of it will depend on how well you develop characters and the
world.
There are three major types of
dialogue: Instructional Story Based Random
Banter/Environmental
-Instructional- In-game instruction on how to use
game controls is what I mean. For most RM games this is not an issue. For
console games it is done more often. An example would be the signs in Mario 64
that told you which button combinations for each jump. (Press A twice in a row
for a double jump sort of thing.)
Usually there’s no easy way around
this. It’s really distracting in a game even if they try to work it into the
story. For example, in Twilight Princess the children ask you to demonstrate
sword techniques by pressing buttons. It is literally in the dialogue “Press and
Hold A to do the spin attack.”
Explaining the Rules of a mini-game would
be Instructional dialogue. Any sort of rule explaining should not be made to
sound clever. Just explain the rules.
The more subtle version of
Instructional type of dialogue is hints on the next step the player should take.
“Please go into the Forest and find my dog”. It falls in an unusual
place between story-based and instructional dialogue. However, it’s still
“instructing” the player on what to do.
In short, it might be better to
post rules and instructions on signs and have NPCs guide the player to read the
sign.
-Story-based or Character Interaction- Beyond cuing the player
what to do next, this type of dialogue provides the player with a reason/motive
for wanting to go on to the next step. It also helps the player immerse
themselves into the world. This is what enriches the game and can be the most
fun, yet difficult to write.
This is usually an interaction the
character has with another character. I will go more in depth on how to improve
this dialogue a little later.
-Random- Novelty, environment, the
generic NPC response…you know it. You expect any interactive thing on the screen
to say something. They do not have to be specific to the story but it’s better
if it is. Usually an NPC will repeat the same thing over and over. When reading
a sign, it would make sense that it says the same thing over and over.
Instead of repeating one line like a broken record, an NPC can have one
or two responses that they say at random. OR you can only talk to them once and
ever after they ignore you when you talk to them again. i.e. NPC: I’m happy
today. NPC: *smiles* NPC: *smiles* (Repeats the *smile*
message)
- Inter-Character Dialogue - This could be a whole article in
itself, but here are some quick ideas/tips to liven up inter-character
dialogue.
1) Human error – when you speak you don’t speak as if you
rehearsed lines. Sticking in a few “uh” “er” and stutters make the dialogue more
believable. However, don’t get bogged down in it. 2) Character Voice – You
may not have a voice actor for your game but think about how you want the
character to “sound” while saying it. Put emphasis on words they might stress.
(I need to go to the bathroom). 3) Emotion – It is possible to write emotion
in dialogue alone. However, it might help to have an accompanying face
avatar/icon. You use different language when you are feeling a certain way. You
probably don’t think clearly when you are angry and you probably shout. If
you’re sad, you probably don’t really want to talk so you answer quickly. 4)
Humor – Obviously this is fun to read in a game but also adds a human element to
it. Having characters joke between each other is a natural group thing. 5)
Relationships/Familiarity – You use a certain tone/speech when you develop a
certain level of familiarity with a person. You may act more politely and
careful around someone you don’t know. Some people don’t feel shy around
strangers and may openly start conversation and be friendly. More times than
not, there will be a level of protection until the person becomes comfortable
with the other. 6) Thoughts – You can let the player into the mind of the
character by typing their thoughts. (Usually between parenthesis). This helps
develop the character and may help with guiding the player on their next move.
(A great cheat to add in instructional dialogue.) 7) Character Development –
I go into more detail in another article but who your character is affects their
speech. Level of education, social class, background, age and gender all affect
the types of words they use and types of conversations they start.
As a
general rule of thumb, think about what you would do/say in the situation. Is it
a human response or a robotic response? If you still have trouble, trying
observing interactions in films or plays. //end (Tips on "improving
dialogue". Mostly for the random banter but there are a few suggestions for
inter-character.) |
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