I’ve been closely studying dialogue and cinematography in video games lately. Try to detach the dialogue system from the dialogue. What’s the best? Was it technically multiple systems or just one?
I’ve been closely studying dialogue and cinematography in video games lately. Try to detach the dialogue system from the dialogue. What’s the best? Was it technically multiple systems or just one?
I really loved the system used in Firewatch. It was similar to the Telltale system where you have a set of dialogue options, a limited time to respond, and silence is a valid option, but the game didn’t “pause” to let you choose. You could continue walking around and explore your surroundings during these conversations, which is very nice in a game about walking around in the woods. It also took into account context from earlier conversations to make later ones feel more specific and personal.
The developers gave a great talk about the dialogue system in GDC17: https://youtu.be/wj-2vbiyHnI