I’m going to quote the post that spawned this thread:
I have a tendency to make long replies to these after which few respond But if you want to discuss the articles and ignore my comments, feel free.
Regarding the first article:
I like the suggestion about building the world before writing. More specifically, the suggestions to build the world map and then create a world history seem valuable. I haven’t really considered how the world map would affect game dialogue. Creating a history is something I’ve thought of before, but haven’t really done.
I feel like the descriptions of the different types of dialogue aren’t necessarily correct and get a bit too far into defining things with lots of overlap, but that’s somewhat subjective and overall they’re good examples of how different types of dialogue can serve different purposes.
The last part is most interesting to me. Cutting the small talk–totally agree. It can be very obstructive to a player. At the same time, however, I think that for non-essential NPC conversations “small talk” or some variant thereof (discussing things not essential to the plot or main characters to the game) can create a richer world. This seems like a real potential strength of RPGs.
Not keeping secrets: can definitely see that one. The examples aren’t particularly great, but they rarely are. More difficult to make this one realistic I feel.
Robotic repetition. Don’t know how to feel about this one. I personally can suspend disbelief a bit for this, but that doesn’t mean others would.
Character quirks: On the surface it seems like a good idea, but it’s easy to go too far with this and have just caricatures.
My opinions here may be influenced by the type of stuff I’m interested in–dialogue-heavy games, typically RPGs. So I’m a bit more forgiving of a final repetitive dialogue “bark” that some might be.
Overall seems like some pretty useful ideas.
Second article:
- Symmetric Dialogue: I don’t like this idea at all. It helps a little with situations where the player and the NPC are standing there staring at each other while the player chooses between choices, but I feel it’s just too artificial.
Now, a variant that would be interesting is if it did this visualization, but it was the player’s perception of the character rather than what the character is actually like. So it might be completely wrong.
I imagine this would take an incredible amount of work, however. For it to be meaningful, you need to have some way of quantifying these options, which a player can “think” about an NPC or “assign” to them. This being separate of course from their actual value. You also need to have some kind of mechanic for developing these misguided viewpoints.
-
Trees within trees. Seems kind of cool, but I see no real value to this compared to a standard dialogue tree.
-
Magnetic poetry: I can’t see any meaningful consequence of this for a game. The overwhelming majority of permutations would be utterly meaningless and only wasteful to create responses for. There might be one or two which are useful, but at that point (and you get this with the previous point as well) dialogue as communication starts to lose its value. There needs to be a balance between making dialog engaging and making it actually useful for communication–making it so the player learns meaningful information from it, rather than just gets new feedback like a combat system.
-
Text parsing an imprecise language. I don’t understand this one at all. No idea what this really adds to the experience. I suppose, having not really played text parsing games much, I’m probably not the target for this type of experience.
-
This is basically the same as an idea that I had a while back. I don’t care for the idea of changing your response based on when you select it, but a timed system seems like a way to truly change the way players interact with a dialogue system, in a way which meaningfully changes how the conversation progresses and makes it more natural (this is only if it’s done correctly).
Anyone have any comments?