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Our next speaker Carrie Patel is a novelist, and also a Game Director and Narrative
Designer at Obsidian, where she has worked on everything from Pillars of Eternity, to The
Outer Worlds, and she is the director on the forthcoming Avowed.
The first official acknowledgement and it's in a GDC presentation of all things.
Audience participation is key to both improv and games
o People play games because they want to participate in the experience (not
observe)
o So how do we keep them involved?
o ***Question gets to the heart of why some game dialogue feels skippable (and how
we can avoid this)
o Skippable dialogue takes player out of role of SCENE PARTNER and makes
them SPECTATOR
o (which isn’t what they came to your game for!)
o Happens one of two ways:
o Dialogue = overly expository, delivering information (not on expressing
character, establishing stakes, or escalating tension)
o Dialogue -> monologue, only character expressing motivation/personality,
advancing scene = NPC
o In improv, you wouldn’t hog a scene like this
And yet, in my understanding of Deadfire's plot, you feel more like a spectator than a participant.