Tips and Thoughts on Dialogue

in Tips and Tricks

by Volrath

There’s a school of thought that says characters are defined by what they do, not what they say. This may be true, but I find it only applies to characterization in a very broad way. It’s a good way to look at a character’s overall arc in a story, but not when it comes to the little details that make a character in an RPG (or any other game where story is a key part of the experience) really memorable. For that, you need dialogue.

I’ve heard from a lot of people that dialogue is one of the hardest parts of the whole game-making process to them. I’ve also heard a lot of players complain about forgettable dialogue in RM games. Why is this? Well, I think part of the issue is that a lot of gaming conventional wisdom inadvertently downplays the value of good dialogue. Have you ever heard someone say “I’m playing a game, not reading a book!” Obviously that’s a true statement, but you can easily take away a message that text, particularly dialogue, doesn’t need much effort since the gameplay is so much more important.

More problematic is the philosophy that “every piece of dialogue in the game should be conveying key information about playing the game to the player.” On the one hand, there’s some sense in that. We don’t want the characters endlessly babbling about minutia like some independent film. But on the other hand, have you seen what happens when this philosophy is strictly put into practice? Boring, stilted dialogue. When characters only communicate with instructions to the player, it sounds incredibly awkward because that’s not how people talk!

Dialogue is key to satisfying characterization. A game with a likeable cast will have them talk to each other in ways that offer insight into their personalities. In that sense, it does convey important information to the player, just not in regard to the actual gameplay. This takes careful thought and takes a while to learn. Practice makes perfect, but I have a few strategies to help you along in the meantime.

Fire magic is WAY better than ice magic! What are you talking about?!

Fire magic is WAY better than ice magic! What are you talking about?!

Characters should argue. Arguing is one of the most effective tools in characterization. You can tell a lot about someone by how they argue. Are they curious to hear other points of view? Do they feel the need to shut down differing opinions immediately? Do they resort to petty insults to distract from the fact that they are losing? Do they shut down immediately due to fear of conflict? This kind of stuff gives lots of insight.

Also, I’m not talking about silly arguments like a girl getting mad at a guy because she thinks he’s checking out her butt. I’m talking about meaty arguments about tough issues in the game’s world. Our world has plenty, after all. Why do you think we discourage threads about politics or religion on the forums? Because they get people very riled up and hostile. What are the issues that provoke these reactions within your game’s world? Having your characters argue is also good for world-building.

Being turned into a frog comes with strange speech-related side effects...

Being turned into a frog comes with strange speech-related side effects…

Characters should speak differently. There’s a couple of ways to do this. One is to give your characters different accents, which is usually fun. Another is to come up with certain speech mannerisms for each of them. Think about people you know in real life. If you’ve spent a lot of time with them, chances are you’ve noticed certain words or phrases they use a lot. Creating a sense of familiarity, like having your player think “there he goes with that phrase again, what a weirdo” or something to that effect, increases the involvement with the characters.

Think about the Star Wars prequels. One of the main complaints a lot of people had was that most of the characters all sounded like suits at a stockbroker’s meeting (except Jar Jar Binks – annoying as he was, he certainly had a memorable way of speaking). Contrast that with the original films, where you have the mixture of Luke Skywalker’s farmboy naiveté, Han Solo’s roguish wit, Princess Leia’s bossiness, C-3PO’s prissy mannerisms and two characters that communicated in growls and beeps. It was fun to watch them interact because they all spoke in distinctly different ways.

Edit. I’ve been encouraging you to put more thought into dialogue, but that doesn’t mean going too crazy. It’s good to develop a sense of when a scene should end. It took me a while to get good at this. I look back at some of my old stuff and while I think most of the dialogue is decent, a lot of conversations take their sweet time ending. For some reason, I felt that after the meaty stuff had been said, the conversation still had to wind down the way a lot do in real life. “Okay, I guess we’re done.” “See you at lunch.” “Right, see you.” This stuff doesn’t add anything and is just excess fat. Trim it.

So what do you think makes for good dialogue? Any other tips? What games have the best dialogue? Let us know!

Comments on this entry are closed.

  • A good blog I think.

    Someone told me that to determine a characters voice and what he would say, imagine that you had a dinner conversation with that character.

  • Through my experiences writing as a hobby, I learned that another key to good dialogue is not just the character’s personality and interactions, but also their feelings and their emotions. People address things in many ways such as “I feel this” or “I like this” or “I wonder this.” No matter the story and situation, the characters’ emotions have to be addressed. That’s why the Last Airbender movie failed so hard, because it was missing the most essential element to telling any story: if the character can’t express any emotion, why should the audience?

    In other words, if you don’t address the character’s feelings on the situation, then no matter what story, situation, arguments or distinctive personalities you write, it’ll inevitably be a disaster.

  • ZarroTsu

    I think you’re giving the wrong idea when saying characters should argue. A better term would be ‘characters should disagree’.

    I’ve seen many an RPG where characters start screaming incoherently at one another out of nowhere, and then when it wraps up in a neat little bow, nothing is actually learned from it. Think as stupidly as you possibly can, I’ve seen stupider reasons.

    If characters disagree, rather than merely argue, it gives massive opportunities to explore the ‘whys’ rather than the ‘whats’. And ‘whys’ are far more important than ‘whats’.

  • SOC

    If you’re making an RPG that has characters with classes, you can consider how their class and the way they fight in battles affects their personality through dialogue. Don’t try to make them too predictable, and you can obviously experiment as you please, but it’s an easy starting point. Does your knight tank act chivalrous and noble? Is your healer kind and gentle hearted? Is your mage fiery and fiesty? Is your thief witty and has a lack of interest in morals? These are things you can convey through dialogue very well, as pointed out in the blog, through disagreements and arguments between each other.

    A good example is like, say your party is knight, healer, mage, thief and you’re going through a town and exploring all the barrels and crates for items like in typical RPGs. You can create dialogue there between your characters as you take items for character development. Make the thief say something like “No one will miss this!” and have the knight and healer chastise him for taking the item. Things like this can add a lot of depth to your game that keeps it memorable in unconscious ways.

    • If you base your character personalities on class or element you have the danger of them falling into common tropes. For example, a hot-headed fire mage. Try subverting these tropes to make your characters more interesting. Maybe instead the water mage is always flying off the handle the and fire mage is the mediator of the group.

      • SOC

        That’s why I said don’t make them too predictable and experiment, but it’s a great starting point if you’re having trouble with dialogue and character personality progression. Tales of games do this best IMO; but it’s silly to make bad characters simply because you’re afraid of common tropes when you’re still new to creating universes. I think another thing I should mention is that you want to your audience to have some characters they can relate to if at all possible. It’s one of the biggest things that catches my eye: some brown/red hair knight with a sword and/or shield made in anime style always makes me interested in checking out the game. Find what your target audience is and attract them.

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