Storytelling in Open World Games, Part 2
<p>In my <a href="https://dreamertalin.medium.com/storytelling-in-open-world-games-e73b0bc1b1b" rel="noopener">earlier article</a> 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’ troubles is to talk to them.</p>
<p>(A note on terminology: in my own work, I use the word spelled “dialogue” to represent a body of spoken text, whereas the word “dialog” refers to a dialog box, a pop-up user interface element.)</p>
<h2>Finding the character’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 “voice”. 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 “info dump”.</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’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>