

We talked about the way dialogue and story elements were delivered in older generation-style games in the previous post which talks about player-paced plot-delivery and how clunky this mechanism is, especially when compared to the evolution of plot-delivery and character-paced delivery that we’ll discuss in this post.
There are two means of delivering the dialogue gaming, using either the In-Game Engine (IGE) or using pre-rendered Full-Motion Video (FMVs).
The IGE delivery uses the in-game gestures that the characters are normally seen using. They are made up of primitive gestures that when tied in sequence make up the acted emotions of the scene. These primitives are generally simple gestures like move over to point A, waving your hand to say “Hi”, putting your hand to your chin to show “I’m Thinking,” looking down to show “That’s Depressing/Disappointing.” For those who’ve played any MMORPG, these are simple emotes, showing a generalization of what emotion you’re trying to portray, but are blocky and look irregular because the motions aren’t fluid and are 1-dimensional.
FMVs, on the other hand, are scenes crafted by hand or by motion-capture suits in order to have the choreography and the dynamics of the scene seem realistic, being lived out on screen, rather than actions being dictated to them “Now look angry. Now look frustrated. Now look like you’ve been inspired with an idea.” In PS1/N64 ear games, FMVs were choreographed by the 3d artists, meticulously moving the arms and legs to proper locations, keyframing the locations that characters needed to be at in order to make the scene seem believable and compelling. Nowadays there is a mixture of this 3d-Artist ballet intermingled with real actors providing motion-captured animations so that the timing, the delivery and the drama feel organic because of its timing, the subtle strenuousness of basic movement when walking across a room while monologuing.
But these are the only the delivery systems for plot and dialogue, but the actual content being delivered can vary and impact how the player engages and experiences in the games themselves.
Continue reading “Dialogue Delivery: What Story Do You Think It Is? pt2”
When the character’s emotions don’t match their actions, it looks extremely odd. Like someone is just reading lines from a script, trying to grasp at but not completely understanding how they’re supposed to act, voice, or react when something dramatic happens. They stand there making some idle gesture while some sounds come out of their mouth, or the player is freely moving the characters around while dialogue is being played in the background and the player is supposed to understand the emotion being portrayed based on a partially synced audio/video? This is the problem when companies develop a competency for portraying emotion through just dialogue or just video. With many developers not able to completely develop an understanding of getting their game’s acting and dialogue to be wholly believable, I wanted to at least delve into the different mechanisms developers can use in order to connect emotion, story, and motivation to the player.
Continue reading “Dialogue Delivery: Where Actions and Emotions Stray”

