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Home > Tutorials > Game Development > Improving In-Game Dialogue
Improving In-Game Dialogue 
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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Details
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Tutorial:
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Improving In-Game Dialogue |
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Date Listed:
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2008-06-02 |
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Author:
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Modesty
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Total Hits:
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2624 |
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