Why
Dialogue Matters?
Hi everyone!! Welcome to blog post #3!! I’m going to
kick things off by saying that for me personally, video games have been one of
the best possibly ways to escape from reality, and to submerge one’s self into
a world with endless possibilities. Some people may wonder, what makes video
games so popular in today’s culture? And as a response, many gamers, who have
spent countless hours playing on their PCs or consoles, will say or give a
number of reasons, such as the 3D graphics or the very complex storyline (which
I completely agree), but for this blog post, I’ll be focusing on why and how
the dialogue is just as important in video games.
Explains
“What the Hell Is Happening?!?!”
Dialogue complements the storyline in a way that
makes a player understand the situation that’s currently unfolding, and where
the player must go next. To better understand, let’s use the intro from the
game Skyrim, as an example.
After watching the video, you probably get the idea
that the dialogue is the main ingredient to the story. It’s also important to
realize that the game developers aren’t going to give you a tiny book that
provides an explanation of everything that will happen in the game because it
will take away the overall playing-experience. So, as a way to subtly provide
the information, the game developers intertwined the game’s story-line into the
conversations of NPCs (Non-Playable Characters) that play an important role
further in the game’s progression.
In the video
above, the player’s main character (the protagonist that we can play as in
first-person or third-person ) is surrounded by different conversations that
were held by the different characters, and this was suppose to help provide the
setting of where the story-line takes place in this virtual world. We
understand that the protagonist was trying to get across “the border”, but was
arrested because of possibly being mistaken has part of an enemy group called
The Stormcloaks by another group of soldiers called the Imperials.
![]() |
Imperial vs. Stormcloak (tamrielvault.com) |
And that the
protagonist and the three other prisoners riding in the same cart, are most
likely being taking somewhere that will be there place of execution. Without
the conversation, it would be very unclear to many players as to why the
protagonist is riding in the wagon, and helps explain the type of predicament
that he/she is currently in at the moment. It’s important for the player to be
included in this type of knowledge because it makes them feel more part of the
story and journey that’s about to unfold, which is the whole purpose of an RPG.
Filling
In the Blanks
The dialogue can give a player ‘a heads-up’ about
what they might expect later on in the game. In the video, we also hear that
there’s some type of rebellion that’s currently taking place between the
Stormcloaks and Imperials, and this seems to act as the time-frame for the
game. Thanks to this bit of info, players can speculate that they will most
likely become involved in this fight between these two opposing sides as they
further progress in the game. In a book written by Steven Johnson, Everything Bad Is Good For You, he says
that the gaming culture centralizes on learning as you play, and the
conversations between characters does exactly that-learning the context of the
story.[1]
Where
Do I Go?!? What Am I Suppose To Do!?!
Unfortunately, the video cuts off a bit early but
once the dragon appears, the protagonist (you) gets up and is told to quickly
get up and run to a nearby tower for cover by one of the NPCs. Once inside, the
NPC tells you to loot a dead body for a weapon and armor, so that you may
protect yourself in the future as you escape from the burning village (caused
by the dragon).
Once again, we can see Johnson’s statement about
‘learning as you play’, but there’s another element that appears, which can be
seen in a large variety of games today, and its job is to help the player move
forward. At the Game Developers Conference 2014 (GDC), Sheri Graner Ray (founder
and CEO of Zombie Cat Studios) and Jennifer Hepler (former writer
of Dragon Age) talked here about the video game dialogue in a seminar titled
“Engineering Better Dialogues”. And during the event, Ray stated, “Conversations
are there to move the player forward in the game…..Conversations are a hallmark
of story-driven game and adventure games. They are there to keep the player
involved, to keep the story moving."[2]
Now you could randomly explore and discover things that
you can or can’t do, but to some extent it can become quite boring and
frustrating, so game developers and writers lend a helping hand through the
dialogue to nudge players in the right direction.
[1] Johnson, S. (2005). Television. In Everything bad is
good for you: How today's popular culture is actually making us smarter (p.
92). New York: Riverhead Books.
[2] Farokhmanesh, M. (2014, March 17). Why in-game dialogue
and character conversations matter. Retrieved October 13, 2015, from
http://www.polygon.com/2014/3/17/5519270/successful-in-game-dialogue-should-carry-players-forward