Obligatory Past Post Countdown:
Player Paced Dialogue Delivery [link]
Character Paced Non-verbal Dialogue Delivery [link]
Character Paced Verbose Dialogue Delivery [link]
Character Paced Short-Form Dialogue Delivery [link]
Stepping away from the focus on “what” is said, it’s still important to talk about the setting of the delivery. For all of the previous articles, we’ve only talked about dialogue and plot points delivered through extremely disruptive cutscenes. I don’t mean disruptive in the sense that it causes the player to drop the controller out of frustration, but disruptive in that it shifts your agency from playing to watching for a short while. The player stops “playing” the game and starts “watching” the game for a short or extended amount of time. This doesn’t necessarily cause a distraction for the player, but it does give an idea to the pacing of the game for the player. If the cutscenes feel long and troublesome, it can quickly demotivate the player from wanting to continue playing the game. So today, let’s focus on the two major pacing types used in gaming.