Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Writing Game Dialogue

A lot of you know I'm a multiclassed programmer/writer. Before I drafted four novels and got an agent, I had a Computer Science degree, scripted for Planescape: Torment, and completed a few dozen Project Euler problems (until they got too hard). Unfortunately, since I've been more focused on writing, my levels in programming have gone largely unused.

Until now. It turns out game dialogue is the perfect job for my class combination. It's nowhere near as complicated as writing a program to solve Sudoku, but it's got all the puzzle-solving aspects of programming that I love.

And it's not as hard as it sounds. Here, I'll show you.

Typical dialogue in a novel goes something like this (excerpt from Post-Apoc Ninjas):

     "Tell me who you really are," the Marshal said.
     Here we go. The Marshal had already guessed much. Kai would have to be careful. "As I said, I grew up among mercenaries in Rivaday, though the mercenaries themselves were from all over."
     "Ah, so the story changes. How much did my grandson pay you, then?"
     "Pay me?"
     "In reward. Surely a mercenary would not rescue the Lord of Gintzu and take nothing in return."
     Kai hesitated. Marshal Aryenu was much sharper than his appearance made it seem. It felt very much like talking to Domino. Better to turn the questions on him. "How much of what Lord Domino told me was true?"
     "Your reward, mercenary?"
     Both sharper and more stubborn than his grandson. "Two thousand."

     "A lie. The boy doesn't pay anyone he doesn't have to."

Game dialogue is not so different from this, at least for a game like Torment. Prose-wise, there are only a few changes:
  • Dialogue tags ("the Marshal said") are rarely necessary, since the character speaking is usually indicated on the game screen.
  • The Player Character's thoughts (in this example, our PC is Kai) are not tied to the PC's lines, if they're included at all; sometimes all information is conveyed through dialogue or item description instead.
  • PC lines are typically very brief. (In some games, you don't even get a line, just a motive or emotion that the game designers interpret for you).
  • Any description is written in present tense and second person (though I suppose it doesn't have to be).
So a more Tormenty version would look like this (speaker tags added for clarity):

Marshal: "Tell me who you really are."
PC: "As I said, I grew up among mercenaries in Rivaday."
Marshal: "Ah, so the story changes. How much did my grandson pay you, then?"
PC: "Pay me?"
Marshal: "In reward. Surely a mercenary would not rescue the Lord of Gintzu and take nothing in return." He examines you carefully. Suddenly, he seems much sharper than his appearance first suggested.
PC: "How much of what Lord Domino told me was true?"
Marshal: "Your reward, mercenary?"
PC: "Two thousand."
 
Marshal: "A lie. The boy doesn't pay anyone he doesn't have to."

Those differences are primarily cosmetic. The real difference, and the most fun, is that game dialogues allow the player to choose what they say.

Marshal: "Tell me who you really are."

1)
[Lie] "As I said, I grew up among mercenaries in Rivaday." 
2) "I'm a ninja."
3) "How much of what Lord Domino told me was true?"
4) Attack the Marshal.

Each one of those choices goes to a different branch of dialogue (or exits dialogue and starts combat, in the case of the last one). It's pretty much exactly like a Choose Your Own Adventure novel combined with a combat mini-game.

But a game should be better than that, no? We can respond, not just to what the player chooses to say, but to their other choices as well -- things they've done in the past, how they've customized their character, who they choose to travel with, etc. We call this reactivity.

Marshal: "Tell me who you really are."

1)
[Lie] "As I said, I grew up among mercenaries in Rivaday." 
2) "I'm a ninja."
3) "How much of what Lord Domino told me was true?"
4) Attack him.
5) (If the PC betrayed his clan) "I'm a ninja, and a fugitive from my clan."
6) (If the PC killed the guards outside the keep) "I'm the guy who killed your guards."  
7) (If the player took the Read Minds ability) Try to read his mind.

And then each of those responses might have reactivity as well. The lie in (1) might succeed if you have a high deception skill, for example. What you learn from (7) might change depending on your level in the ability.

What you end up with is a branching, interlinking dialogue tree, hopefully one that is every bit as interesting for the player to navigate as combat or exploration.


It might seem overwhelming, but really such a thing evolves gradually as you write each line and think about what the player might want to say in reply. In fact, it's difficult NOT to write a huge, unwieldy conversation tree. For me, that's half the fun: trying to figure out how to guide the player to all the information I want them to get, without forcing them.

Here, if you want to play with a free, online example, try this online game where you play a dragon. But, um, don't blame me for any productivity loss.

Dead Boys, Invisible Girls, and Teens That Can't Read Minds

I apologize for the blog silence. I'm deep in the drafting tunnels of a certain science fantasy novella and/or role-playing game. I'll resurface once I get this novella worked out. Until then, please see the last part of the official blog schedule.

But I'm sending this missive via miner's canary* because there are three very important books I need to tell you about. All of them are cool, written by exceedingly cool people, and I think I'm in the acknowledgements of two of them (which ones? You'll just have to read them to find out!).

* Please send the canary back, by the way. The air in these tunnels is starting to smell funny.


Jack of Hearts by Ricardo Bare
Jack lost someone, causing a deep pain he could no longer endure. Most boys would take their own life. Jack gave his heart to the Lady of Twilight and has become her heartless assassin. Now he feels nothing, even as he does the Lady's bidding in hunting a thieving wizard.

But when he meets a beautiful girl trapped in a mirror, something stirs inside of him. A shadow of what he used to be. He wonders if he made the right decision after all, but getting his heart back from the witch will prove more difficult than any mission he's been on.

Jack of Hearts, is Ricardo's debut novel that came out just a couple weeks ago. He is one of my most awesome critique partners, and also happens to be the lead designer of the critically acclaimed stealth action/adventure game Dishonored, released last year. Check this book out, folks.


Transparent by Natalie Whipple
Touted as X-Men meets Godfather. Fiona McClean was born invisible, which makes her the perfect daughter for Vegas's biggest crime lord. But when her father pushes her too far, she goes on the run and tries to live a normal life in a small town far from her father's reach. Far, but not far enough. When her father tracks her down, she has to decide how far she'll go to protect the people she loves.

Transparent is Natalie's debut (that doesn't actually come out until next week, but you can pre-order it now). She's a good friend of mine, and it's been both heartbreaking and exhilarating to watch her journey to publication these last few years. She is (as I've said) hugely imaginative, and it shows in her ideas. She is also part of our writing team for Torment, which makes her and Torment extra awesome. 

Open Minds by Susan Kaye Quinn
Kiera is a zero, a non-reader in a world where everybody can read minds. Until the day she accidentally control's her best friend's mind and discovers she's an entirely different kind of freak: a mindjacker. It turns out she's not the only one, and she's soon drawn into an underworld that she never suspected existed.

As it happens, this was Susan's debut as well. Yes, okay, this book came out two years ago, AND I've already talked about it. But I'm bringing it to your attention now because Open Minds is, now and forever, free to download.

So what are you waiting for?

Three Kickstarters I Would Throw All My Money At

1. A successor to Crusader: No Remorse. This game destroyed an entire quarter of my second year in college. Oh, man, but it was a good quarter.

You play an elite super-soldier, trained by a dystopian government that you spend the entire game betraying and fighting against. Technically, it's an action game, but it's a smart action game. You have to decide which weapons you will bring with you on each mission (of those you can afford). You can either sneak through missions or blast your way through them. And because what you bring with you is limited, you have to figure out how to conserve your ammo or find some more during the mission.

And the story is just cool. The government you served betrayed you, but the resistance you join in the beginning doesn't like you much either. So you have to prove yourself to them by undertaking increasingly dangerous missions. And then, of course, there's secret dystopian weapons projects, double agents, betrayal, and even a full-on dark night of the soul before you have to decide to get off your butt and save the world.

2. A successor to Chrono Trigger. I'm not gonna lie, I'm a fan of JRPGs (technically, I'm a fan of all RPGs, but JRPGs comprised most of my childhood, so...). And Chrono Trigger was probably the best. It had everything I loved about Final Fantasy (I), Crystalis, and Secret of Mana plus: time travel.

And not just time travel -- where you go to different eras the same way you take your airship to different islands -- but time travel that mattered. Plant a seed in the past, collect magic fruit in the future. Tell your robot companion to spend the next four hundred years restoring a forest, then travel forward to see the results. All the while trying to stop a giant alien parasite that crashed to Earth millions of years ago, awoke in 1999, and created a post-apocalyptic world for the remainder of time.

Or not. Cuz, you know, you can change things.

3. The reanimation of Tony Jay. Or, you know, at least his voice.

Obviously I'm not thinking about this very hard, because this is all nostalgia, but what would you Kickstart?

7 More Things You Never Wanted to Know

A follow-up to this post.

8)
Cardboard people freak me out.

9)
Most days, I sit down at the piano to plunk out the Pirates of the Caribbean theme. Also, I cannot pull out my guitar without playing "The Ballad of Serenity" at least once.

10)
When I count things slowly, I always end up saying "two-WHOOO" like that owl from the Tootsie Roll commercial.

11)
In 6th grade, I spent an entire church service drawing the map of Bowser's Castle from Super Mario Bros 3.

12)
I have seen every single episode of So You Think You Can Dance.

13)
Surf Ninjas is awesome, and you cannot convince me otherwise.

14)
I am pathetic when I get sick. If my wife is to be believed (and she's very smart, so I do), I am so pathetic that it makes the times I wasn't sick seem even more pathetic than they were at the time. So basically, my patheticness transcends the space-time continuum.

Tell me something about you.

Final Torment Info

So the Torment Kickstarter is in the last week of its campaign. We've raised over $3.25M, but we hope to raise even more to make this game bigger and better, to make a game that truly lives up to the Torment tradition.

So this is the last you'll hear me plug it, but I wanted to bring to your attention a couple of things, including one bit of news that hasn't made it to the Kickstarter page.

Bit #1: Pat Rothfuss is on our writing team. I know, right? MIND. BLOWN. It might even be part of my job to review Pat's areas which, if I remember correctly, is one of the signs of the apocalypse.

Bit #2: Natalie Whipple is on our writing team. I know that's not as big as Pat (which is one of the main reasons this hasn't hit our Kickstarter page), but though this announcement might not excite the internet at large, for me this is HUGE.

I've been following Natalie's career since way back when she won one of Nathan Bransford's 1st Paragraph Contests, and since then I've been lucky enough to critique a few of her novels. I even got to read the first chapter of her upcoming "X-Men meets Godfather" debut, TRANSPARENT. Guys, it would not be a mistake to pre-order that.

Natalie is hugely imaginative, and she brings a cool, new perspective to the Torment team that I'm really excited about. Seriously, I cannot wait to work with this team and see what we come up with.

If you want to help the project, you can still do so. I, personally, would really appreciate it, considering the bigger this game gets, the bigger my job gets and the better I can support my family :-) We've added new tiers and rewards since the Kickstarter began, and you can see them all here. Some of the new rewards are additional novellas and a digital comic book (which it sounds like I might be co-writing :-).

I know not all of you are gamers but are still interested in supporting us, or maybe in reading the novella I'm going to write. Well, you can get certain rewards -- like the digital novella compilation -- without even getting the game. Information on how to get these "add-ons" is here.

I still cannot believe the series of events that has led me here. It's like the weirdest road to publishing ever, but I ain't complaining :-)

Torment Concept Art

Hey, if you're interested in that game I'm working on, we've got some concept art up.

This first shot is a work-in-progress picture of The Bloom, a literally living city, with tendrils creeping through other dimensions. The concept artist who did this is one of my (new) favorite artists ever. His name's Chang Yuan, and you can see more of his work here.


This next shot is one of the weapons in the game. Our setting is kind of a Dying Earth setting, where the highly advanced technology of the past becomes the scavenged weapons and magic of the future. Some of you might know this is exactly the kind of setting I love to work in.


So listen, I'm not gonna post every single tidbit of the game here. If you want to follow news about it, you might try liking the game's Facebook page, or else following my Twitter feed or Brian Fargo's (being the leader of inXile, whose Torment-related tweets I pass on).

I will for sure let you know when the Kickstarter goes off, so don't worry about that. Otherwise, I'll try to stick to writerly posts in general. Today, though, I just wanted to share with you the pretty.

Kickstarter, Self-Publishing, and Video Games

You've all heard of the literary self-publishing revolution. (Heck, some of you are on the barricades). What you might not know is there is a similar revolution going on in video and board games. It has to do with Kickstarter.

Kickstarter is a funding platform for creative projects. Anyone with an idea for a book, a movie, a game, a technology, or whatever can launch a project page and see if people are interested in funding their project. Authors have used it to self-publish: to fund cover artists and editors, and to see if there's a market for what they want to write before they write it.

We all know why authors self-publish: because breaking into the Big 6 is freaking hard, especially if you write for what is essentially a niche audience. Turns out the same thing is true in games.

Video games, in particular, have their own Big Publishers -- companies with the connections and resources to develop triple-A titles for the major gaming consoles. I don't even know how an independent developer would sign on with them. You'd probably have to prove you have a significant platform first, or else develop a Halo clone or something else they know will work. (Sound familiar?).

But not everybody wants to make Halo.* A number of developers have been using Kickstarter to pitch the games they always loved, and to see if enough people feel the same. You may have even heard of some of the biggest ones:

* Nothing against Halo, of course. There are some very talented folks making those games.

Double Fine Adventure was a Kickstarter campaign by developer Tim Schafer, maker of some of my favorite games of all time: the Monkey Island games, Grim Fandango, and Day of the Tentacle. Last March he asked for $400,000 to make a new adventure game -- something big publishers haven't wanted for decades. He got $3.3 million and kickstarted a revolution (see what I did there?).

A month later, inXile entertainment (starring my former and current boss) pitched a sequel to a very old post-apocalyptic RPG. Wasteland 2 got running with nearly $3,000,000.

Project: Eternity is the brain child of Obsidian Entertainment, home of most of my former coworkers. They asked if people wanted to see a spiritual successor to the old Infinity Engine games like Baldur's Gate, Icewind Dale, and Planescape: Torment. Seventy-four thousand people said, "YES!"

Why am I telling you this? Well, partially because it's fascinating to me. Anything that makes it easier to fund, create, and distribute creativity is awesome, in my opinion.

But also to show that independent publishing is not strictly a book thing. In the last year, there have been seven million-dollar video game projects on Kickstarter, dozens of smaller ones, and who knows how many hundreds of similar board games, RPGs, and other things.

And just like in the book world, I think the way to look at self-publishing is not as a challenge to publishers, but more like filling holes that publishers leave unfilled. Three million dollars sounds like a lot, but when triple-A budgets regularly hit 30 or 40 million, you can understand why EA and Microsoft might not be interested in a niche RPG.

In the same way, ten thousand book sales might not interest a publisher used to selling books in the hundreds of thousands, but to the self-published author, those ten thousand sales are game changing.

Whatever. I just like where the future is going. I'm excited to see what happens next.

What about you? Have you ever backed (or launched!) a Kickstarter? What do you think about the platform.