This thing you posted is super long. I read a blog post on the analysis of game dialogue and branching story choices in RPGs. It looked at games like Neverwinter Nights and how to write dialogue choices into games. If I find it I'll post it. It was shorter to read.
In another sense any analysis on the Mass Effect dialogue wheel and why Dragon Age Origins was so much better than Dragon Age II serves nearly the same purpose. A dialogue wheel that railroads your through a linear game is much different than a complex branching path of choices whose outcomes are somewhat mysterious. My point that narrative is important to games. Maybe I'll get to reading this 26 pdf someday.
This thing you posted is super long. I read a blog post on the analysis of game dialogue and branching story choices in RPGs. It looked at games like Neverwinter Nights and how to write dialogue choices into games. If I find it I'll post it. It was shorter to read.
ReplyDeleteIn another sense any analysis on the Mass Effect dialogue wheel and why Dragon Age Origins was so much better than Dragon Age II serves nearly the same purpose. A dialogue wheel that railroads your through a linear game is much different than a complex branching path of choices whose outcomes are somewhat mysterious. My point that narrative is important to games. Maybe I'll get to reading this 26 pdf someday.