Archive for December, 2008

Better Dialogue

If you want to include a storyline in your game, you must have some NPCs.  Where there are NPCs, there is dialogue.  We know that interesting storylines and characters are becoming more important as our audience widens and become more “sophisticated”.  So here are some tips for writing better dialogue by way of example (a way to make characters and NPCs more awesomer and deeper). 

But first, example dialogue:
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ERIN GARBER: “If you keep it up, he’s not going to live to tell us what we need.”

GARRETT HENNER: “You don’t get to tell me how to get it done. Not anymore. I don’t think he knows anyhow.”

ERIN GARBER: “Well, we’ll never know if you keep it up. Maybe we should let him go.”

GARRETT HENNER: “If he’s gonna break, it’ll be in the next few minutes. You’re gonna give me five more minutes with him. We’ll sort it all out after that.”

ERIN GARBER: “Garrett… GARR… ett… This is going to end badly.”

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Will McGuire on December 29th 2008 in Game Design