When a character speaks, the player listens. When a character speaks too much, the player tunes out. Continuing with our look at Dialogue Delivery systems, we still need to look at when character-paced acting is mixed with dialogue as a means of delivering story, character development and plot points. The previous two can be found here and here which discuss Player-paced storytelling and character-paced dialogue-less storytelling, respectively.

There are various means for pushing dialogue onto the player. Text-based, dialogue-based, interpretive gestures and symbols. I don’t want to focus too heavily on what they are actually delivering, but instead focus on how each will be received.

Information delivery is important to think about when designing a game because you’re asking a lot of the player as they try and soak in the information presented. You’re dropping the player into a conversation among other people and expecting them to take the conversation as seriously as the other participants. If there is too much information, it becomes a chore to participate in the conversation.

Continue reading “Dialogue Delivery part 3: The Wind Blows Long”