And in fact, it’s an idea that fits with classic scriptwriting technique. You don’t get choices, but the experience feels truer to life than a talking head and folds neatly into GTA’s existing gameflow. GTA IV, for instance, has characters who ride with you and deliver story while you’re driving to the next location, and that dialogue changes if you’re restarting a mission. But some games attempt to make it more naturalistic. Those are the basics for dialogue in which you’re rooted to the spot, the typical way games attempt to represent the messy and responsive nature of human conversation. "It’s usually a matter of repeating the mantra, 'if-then-else,' again and again." Has the player already done the quest the NPC talks about? Has the player joined an enemy faction? "I have a checklist I go through for each character to try and make sure I haven’t forgotten anything," Avellone says. It’s not just about crafting wonderful words, but making sure they acknowledge the player and react accordingly, and that means a lot of checking and accounting. Anything I have in stock for you, half off.’"įor Avellone, the third part is where he finds a lot of the challenge in writing. "If you’ve just wiped out the Enclave, then you’d script the merchant’s opening node to something else: 'Hey, you’re the one that kicked the Enclave’s ass. "If the Enclave is encroaching on a community in Fallout, even a simple merchant can say, 'If you’ve come for supplies, you’d best hurry, won’t be much left after the Enclave arrives.’ That tells the local narrative, and the larger narrative."Īnd third, dialogue has to be as aware of the player’s actions as possible. Second, the dialogue needs to be aware of the narrative happening in the nearby area as well as the overarching story.
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December 2022
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