View Single Post

Default RPG Codex - Dialogue Interview

May 18th, 2007, 17:50
RPG Codex has a new interview on the subject of dialogue in games, with answers from Brian Mitsoda, J.E. Sawyer, Scott Bennie and David Gaider. Here's an early question and the responses:
2. What is the role of dialogues in RPGs, in your opinion? What do they add (or suppose to add) to the overall gameplay experience?

Brian Mitsoda
: This is a tricky question because it depends on the game. In some RPGs, itís to prompt you to hit the ďAĒ button really quickly so you can get back to power-leveling. In some itís to figure out what path the designer wants you to go down to get the best reward, probably by being sycophantic to Whistliní Bilboo the Street Sweeper. In the few that take reactivity into account and allow the player interaction to change up the dynamics in the relationships between the characters and even affect the characterís fate and the story, these dialogues serve to enhance the roleplaying aspect and just possibly make the player a bit more interested in the plot because they can get involved. Adequate to good dialogue (and story) motivates a few players to continue playing and finish the game and hopefully makes the characters and world more real, completing the necessary illusion for a zesty bit of escapism.

J.E. Sawyer: Character dialogue helps define characters, mood, and setting. Like many aspects of design, it gives a sense of style, time, and place to what's happening. In its most blunt application, it conveys rudimentary information, but I think that's using very little of its potential.

Player-selected dialogue helps the player express and define the personality of his or her character. Again, it's often used to reveal basic information, but I think that sells it short, especially for RPGs. If that's really what it's being used for, it doesn't need to be a
player-driven event.

Scott Bennie: Well, you have to give the players directions somehow. I think dialogue is as important a defining element as any in an RPG. It's also a key to mood. A game has three tools to produce mood: dialogue, sound, and art. Of those three, dialogue is the easiest to adjust in the design process.
More information.
Dhruin is offline

Dhruin

Dhruin's Avatar
Watcher
Super Moderator
RPGWatch Team

#1

Join Date: Aug 2006
Location: Sydney, Australia
Posts: 11,964