I’ve been closely studying dialogue and cinematography in video games lately. Try to detach the dialogue system from the dialogue. What’s the best? Was it technically multiple systems or just one?

9 points

Outer wilds comes to mind

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1 point

Outer wilds didn’t have much dialogue. Unless you’re talking about the alien glyphs?

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4 points

Ya, those are like the real dialogues in the game

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2 points

Yeah I love the way they show branching interactions between characters

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13 points

Alpha Protocol.

At first it seems like standard bioware multichoice like Mass Effect, Dragon Age, but there is also a time limit for you to make your decision.

This might sound frustrating, and some players hates this system as they wanted time to read and make the right choice, but I think it fits this game perfectly as you’re playing a Secret Agent where time is of the essence and the stakes are high, it really sets the tempo for the game.

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2 points

IIRC in Alpha Protocol it picks one of the options by default right? Or does it leave you the option to stay silent?

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2 points

It’s been a while, but yes I think it picks a default option or the currently selected one

I seem to remember there was a skill you could invest points into that would increase the conversation timer also.

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2 points

Right. The “wait to remain silent” thing can take some getting used to, especially in the sort of game where you feel like your character would have a lot of questions, but I much prefer it to a default choice being made. I recently replayed one of Telltale’s games and I really enjoyed the way I could use silence as a tool. The game was The Wolf Among Us, where you play a detective who interrogates people a lot, and I used the time-honored interrogation technique of just remaining silent to make someone talk more.

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30 points

This wasn’t wholly your question but you might like to look into what NOT to do with LA Noire. Originally the game’s dialogue options were labeled, “Coax,” “Force,” and “Lie.” You play a 1940’s police detective who has to solve crimes, so dialogue naturally comes up when you are interviewing witnesses or interrogating suspects. However, Rockstar as publisher made a shock change late in development where the devs had to change the options to “Truth,” “Doubt,” and “Lie.” These options, however, don’t actually quite fit with the actual dialogue of the game. Something I noticed a lot when I played the game was when I selected “Doubt,” to theoretically doubt what I thought was an obvious logical error or a half-truth, phelps instead just started screaming at the top of his lungs about executing people. Or other times I’d select “Truth” because the witness wasn’t lying but just being cautious with their words. It turns out that option was ‘wrong’ because I didn’t force out the key info I needed.

It wasn’t until I learned later on in my playthrough of this fatal publisher error that I instantly became way better at the game. Just had to switch around the words in my mind to what the original devs intended. Later releases of the game had “Truth” and “Doubt” changed to “Good cop” and “bad cop” but both of those also don’t really fit too well. Phelps isn’t always bad cop when forcing the truth, sometimes he’s just yelling because the witness is an asshole.

The reason Lie was never changed is because when you select Lie, you’re doubting their version and coming up with evidence to prove the contrary, like in Ace Attorney.

Just a little thing to keep in mind about dialogue options. Even though the words “Coax” and “Force” sound a little… advanced I guess, they still work way better mentally just because they actually describe the options. Truth and Doubt might help you reach a younger or less intelligent audience, but they don’t work because they don’t actually describe what the options give.

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7 points

I had no idea about the original labels, that makes Phelps’ dialogue make way more sense!

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1 point

This was a meme for some time, like he’s talking to a little girl and suddenly screaming at her. Didn’t know the labels changed but that the dialog a huge joke.

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4 points
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Wow, that makes so much sense! I hated that I could never predict the dialogue outcome in that game. Maybe it’s time for a revisit?

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1 point

Ah, I noticed this, I felt the same didn’t understand why the truth, doubt system didn’t seem to match up with the response.

Still a great game though at the time and I felt it hard to play other immersive games where the character face animation was so poor in comparison

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4 points

Press [X] to Doubt

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1 point
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“Coax,” “Force,” and “Lie.”

I’m pretty sure the original was “Accuse” instead of “Lie”, and the dialogs also made more sense thinking the response was “Accuse”.

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8 points

I think it depends on the game.

Need something fast paced, where the options don’t really matter? Go with just labels and don’t show the script.

Need fast paced but it matters? Go with the other commenter’s game that has a time limit while still showing scripts.

Slow and doesn’t matter? Do what you like, it doesn’t matter.

Slow and matters? Think Fallout: New Vegas - excellent script detail and what you choose makes a big difference

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27 points

Oxenfree

The dialogues are super fluid and dynamic. You can interrupt people and even steer conversations towards other topics with your choices. Conversations are in realtime. Dialogues feel so natural, you really should look it up if game dialogue design is something you find interesting.

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5 points

The dialogue in Oxenfree is crazy, never seen anything else like that.

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2 points

The ‘Thought-Bubbles’ do have a bit of a weird timing. I have to have chosen what to answer before the others are done talking most of the time. It’s not always optimal. The voice acting, though, is out of this world.

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