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Experiential Week 5
Dialogue Writing (as a part of Experiential Game Design)
Question | Answer |
---|---|
A game writer needs to ensure that the story they write relates to the... | story |
A game writer needs to make proper use of the ___ that the game provides. | gameplay |
The ___ has to write the main story and plot development, design the protagonist and NPCs, write dialogue and quests, and create flavour text (item/enemy descriptions, lore literature, etc). | game writer |
Which role of dialogue does the following describe? "Tells the player the core story and develops the plot." | delivery of story |
Which role of dialogue does the following describe? "Word choice in plot-related conversations and in optional, personal digressions causes this." | characterisation |
Which role of dialogue does the following describe? "Discussions of history, backstory and other in-game events cause this." | worldbuilding |
Which role of dialogue does the following describe? "Provides breather moments between intense action scenes." | pacing |
Which role of dialogue does the following describe? "Lightens the mood after intense action scenes, or relaxes players to set up a 'gotcha' moment when they're next attacked." | humour |
Dialogue ___ be used at a critical plot juncture that can't be revealed to players in any other way (such as the crucial reveal of a character). | must |
Dialogue ___ be used when the player needs narrative motivation to proceed in the plot. | should |
Dialogue ___ be used for additional details about the world, for invested players to uncover and theorise about. | can |
Which type of dialogue is the following? "Any talking that happens during gameplay, whether it’s dialogue by the player, AI companions, voice-over radio headset or passing NPCs." | ambient |
Which type of dialogue is the following? "Any game system in which dialogue pauses the action to allow the player to select responses from a list of multiple options." | interactive |
Which type of dialogue is the following? "Dialogue that occurs outside of gameplay and does not offer player choice. Often in-engine and can be reused with lower quality, length and budget." | cutscene |
Which type of dialogue is the following? "Dialogue that occurs outside of gameplay and does not offer player choice. Typically used to cover a vital part of the game’s narrative and always non-interactive." | cinematic |
Which type of ambient dialogue is this? "Any sounds with no words, such as grunts." | onomatope |
Which type of ambient dialogue is this? "Expressing fear, joy, rage, pain or other strong emotions that can be vocalised without words." | scream |
Which type of ambient dialogue is this? "The sounds a character makes when jumping, climbing etc. of various degrees, differently for pushing a chest or pushing a building." | sound of effort |
Which type of ambient dialogue is this? "Indrawn breaths or short huffs a character makes during an unexpected situation or realisation." | surprise |
Which type of ambient dialogue is this? "Rapid, instructional dialogue specific to a fight, varying by frequency, time and condition." | combat bark |
Which type of ambient dialogue is this? "Short one-liners that can be completely generic or refer to immediate situations, locations or events." | generic ambient |
Which type of ambient dialogue is this? "One-liners that are used once, usually on missions, which serve as a clue for player’s navigation of the level or objective." | customised ambient |
Which type of ambient dialogue is this? "A few lines of dialogue between two or more characters. They can either be situational or used for character development. Must be interruptible." | generic banter |
Which type of ambient dialogue is this? "A few lines of dialogue between two or more characters that contain info relevant to the mission or narrative. Must be informed by level design so they don’t overlap or get cut off by other encounters." | customised banter |
The dialogue in action games should have the same ___ as the action. | pace |
In an action game, how should longer chunks of backstory/dialogue be presented? | on demand |
How do characters communicate in good dialogue, rather than words-to-words? | meaning-to-meaning |
Good dialogue requires realism, so instead of speaking perfectly and formally, characters should speak messily with interruptions. They should also put deeper ___ behind their words. | meaning |
The character's personality, attitude, pronounciation and vocabulary need to be factored into good dialogue, as well as the context of the ___. | moment |
Having too many cutscenes can have a ___ effect on the pacing of gameplay. | crippling |
What type of dialogue is a good alternative to cutscenes if there's too many of them? | ambient |
To be impactful and focused, what length should cutscenes aim for? | short |
Cutscenes should never replace a possibility for player ___ (or interactivity). | agency |
Which area of speech is this? "Without it, there is no dialogue. There are two variants: primary which affects the plot and directly relates to the story, and secondary which adds personality to characters through their speech." | content |
Which area of speech is this? "Characters' choices of words, including slang and dialects. These can imply characters' cultural, historic and/or ethnic backgrounds, but datedness, triteness (stereotyping), and overuse should be avoided." | diction |
Which area of speech is this? "How 'correct' speech is, suggesting the educational background of the character." | grammar |
Which area of speech is this? "The difference between characters that ramble on and on to seem unfocused, indecisive or narcissistic, and characters that have laconic speech (don't use many words) to seem either strong or antisocial." | length |