Storytelling in Open World Games, Part 2

<p>In my&nbsp;<a href="https://dreamertalin.medium.com/storytelling-in-open-world-games-e73b0bc1b1b" rel="noopener">earlier article</a>&nbsp;on storytelling in open world games, I focused primarily on story arcs and quests. In this segment, I want to drill down on the details of writing character dialogue.</p> <p>Much of the gameplay in an open world game entails interacting with other characters, particularly in conversation. A compelling dramatic experience requires that we empathize with the characters in the story, and one of the best ways of learning about those characters&rsquo; troubles is to talk to them.</p> <p>(A note on terminology: in my own work, I use the word spelled &ldquo;dialogue&rdquo; to represent a body of spoken text, whereas the word &ldquo;dialog&rdquo; refers to a dialog box, a pop-up user interface element.)</p> <h2>Finding the character&rsquo;s unique voice</h2> <p>An important challenge for a writer of any prose, not just computer games, is creating characters that are interesting to listen to, ones that have a distinctive &ldquo;voice&rdquo;. Even for a character whose only reason for existence is to inform the player of certain important facts, the dialogue must be something more than just a dry &ldquo;info dump&rdquo;.</p> <p>For medieval fantasy games, this often involves characters speaking in archaic accents (apparently all Dwarves are Scottish now) or using antiquated phrasing. But a more subtle, and often more effective, way is to allow some of the character&rsquo;s feelings to color the content of the text.</p> <p>I once read a book on dialogue which advised writers to never give a straight answer to a question. For example:</p> <p><a href="https://dreamertalin.medium.com/storytelling-in-open-world-games-part-2-c1409fee2606"><strong>Learn More</strong></a></p>