Pero_Gamechuck
Gamechuck
Hi codexians.
First, a disclaimer. This isn't an advertisement for the game I'm working on. I was inspired to ask this question by a blog article written by our lead writer, Jan Juracic. And it is a great read.
The topic of the article is the dialogue in narrative games. What Jan compares in the blog are the verbatim and implied styles.
These are the places where the implied style really shines. Consider this jury-rigged example:
Implied Style:
Consider how clunky and transparent this dialogue branch would appear in the verbatim style:
Verbatim Style:
The logic at work here is obvious: The verbatim style necessitates that the player knows what the character knows.
So in general, the verbatim style makes it harder for the player character to deliver exposition naturally, which might go some distance towards explaining why in many old-school CRPGs (that employed the verbatim style) the player character is either a foreigner (Fallout 1 & 2, Arcanum, Pillars of Eternity) or an amnesiac (Planescape: Torment, Torment: Tides of Numenera). An amnesiac or a foreigner protagonist can ask random strangers to explain everyday concepts without inviting a groan from the players.
On the other hand, the strength of the implied style is precisely in its ability to dole out exposition naturally and without overwhelming the player. Consider the success of Witcher 3, a game that many first played without having played its prequels, which nevertheless succeeds in presenting a complex world chock full of characters with intricate relationships in a way that is coherent enough to follow, and all the while having the story start in medias res.
What's your take on this?
First, a disclaimer. This isn't an advertisement for the game I'm working on. I was inspired to ask this question by a blog article written by our lead writer, Jan Juracic. And it is a great read.
The topic of the article is the dialogue in narrative games. What Jan compares in the blog are the verbatim and implied styles.
The first is the approach favoured by Black Isle Studios, of Fallout and Planescape fame, and other old-school RPG developers, which I’m dubbing the verbatim style, in which the options spell out the entire line your character will say word for word. If one of the options was, say: ‘Drop that gun, you melon farmer!’ That’s exactly what your character would end up saying.
The other approach is one we might call the implied style. You’ve seen this one in Mass Effect and the Witcher series. In the implied style the option only suggests the basic gist of what the character will say if you select it. In this style, selecting the option ‘Drop the gun!’ might produce the result, say: ‘Drop that gun, you melon farmer!’
These are the places where the implied style really shines. Consider this jury-rigged example:
Implied Style:
- NPC: ‘I know you’re not from around here, but you’ve heard of Harren of Dens, surely?’
- PC: Of course, he’s the man who killed the Vicar of Shoals in that senseless duel. Over a couple of turnips, if I recall correctly.
- PC: Harren of Dens? Who’s he?
- NPC: He duelled and killed the Vicar of Shoals over a couple of turnips. Utterly senseless.
Consider how clunky and transparent this dialogue branch would appear in the verbatim style:
Verbatim Style:
- NPC: ‘I know you’re not from around here, but you’ve heard of Harren of Dens, surely?’
- PC: Of course, he’s the man who killed the Vicar of Shoals in that senseless duel. Over a couple of turnips, if I recall correctly.
- PC: Harren of Dens? Who’s he?
- NPC: He duelled and killed the Vicar of Shoals over a couple of turnips. Utterly senseless.
The logic at work here is obvious: The verbatim style necessitates that the player knows what the character knows.
So in general, the verbatim style makes it harder for the player character to deliver exposition naturally, which might go some distance towards explaining why in many old-school CRPGs (that employed the verbatim style) the player character is either a foreigner (Fallout 1 & 2, Arcanum, Pillars of Eternity) or an amnesiac (Planescape: Torment, Torment: Tides of Numenera). An amnesiac or a foreigner protagonist can ask random strangers to explain everyday concepts without inviting a groan from the players.
On the other hand, the strength of the implied style is precisely in its ability to dole out exposition naturally and without overwhelming the player. Consider the success of Witcher 3, a game that many first played without having played its prequels, which nevertheless succeeds in presenting a complex world chock full of characters with intricate relationships in a way that is coherent enough to follow, and all the while having the story start in medias res.
What's your take on this?