Tuesday, 4 June 2013

Dialogue Research

Games nowadays make use of the two different forms of dialogue, linear and non linear. Linear games have only one set path for the player to follow whereas non linear games such as Mass Effect and Skyrim give you a number of different responses to choose from and depending on which one you decide to click you'll be given a specific answer. This non linear method allows the player to have a greater say on the outcome of the game and in turn can transfer some of his/her personality into the game character.

Below is a screenshot of Mass Effect, a game that makes use of non linear dialogue. As you can see there are a number of different options given to the player as responses. Depending on which response you decide upon could change the outcome of the scene and possibly the game.




Example:

This example will probably take quite a lot of inspiration from Mass Effect as I find its use of non linear dialogue to be pretty near perfect to how I would do mine given the chance.

NPC - The scanners show signs of life on the nearby ship, what are your orders?

Character -  Take a search party and check it out!
                - Let them rot, it's not worth our men.
                - Blow them out the sky, it's an obvious trap!

Depending on how you handle the above situation you could be taken on a number of different directions. There are many possible outcomes for every choice and each could cause a large impact on the direction of the game.

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