narrative

Features

Persona 4: Reflecting The Self

4:00AM Kotaku US Edition | Recent Persona games have become cult hits thanks largely to their gameplay framework — traditional Japanese RPG leveling mechanics reframed around personal improvement, social relationships and the concept of the self. More »

The Soul of Wit: Brevity in Game Dialogue

5:30AM Maggie Greene | Gamasutra has a fun essay up from Ben Schneider, formerly of Iron Lore Entertainment and currently narrative designer at Big Huge Games, on dialogue in games — and the challenges of getting it right. Schneider isn’t calling for a removal of longer dialogues, but pointing out that short dialogue can function better than its longer cousin in many situations: creating ambiance in the background or delivering information (without interrupting or hindering gameplay) when in the forefront. Short dialogue should be like poetry, and poetry is ‘a powerful thing’: The key, of course, is to keep dialog short where it counts. And the hard part is in knowing when that is. Dialog that’s in the environment, tied to gameplay mechanics, or that plays during game action really needs to stay short, clear, and direct. But that is never an excuse for lower standards of writing. Very short dialog (under six seconds, averaging two) is critical for information that needs to be digested instantaneously. Merely short dialog (let’s say as long as 15 seconds, but averaging closer to eight) has the flexibility of carrying a lot more information and character, but can’t reliably be used while the player is fully engaged in intense, focused play. Obviously, the pressure is off when you’ve got the player’s attention and they are largely passive, such as in cinematics, dialog trees, and when they can safely listen to narration over their current task — that is, for untimed puzzles and nonverbal, visually centered challenges (as in Portal, for example). Still — I would argue that there are precious few cases where a single line of dialog should run over 20 or so seconds. He pulls out some good examples of what works and what doesn’t in many situations, and it’s a nice meditation on the role of those short little snips in games — pretty necessary, but pretty hard to get right at times (pedantic prose is, after all, easier to write than compelling poetry). Ode to Short Dialog: Reconsidering the Sound Bite [Gamasutra] More »

‘Skinning’ Games: Some Thematic Problems

2:30AM Maggie Greene | Danc at Lost Garden has an interesting post up on themes in games and the effect on game design: while there are definite reasons for the same types of themes and aesthetics popping up in games over and over again, a careful balance needs to be struck between ’skinning’ themes and mechanics and putting coherent game play above it all. It’s better that a game ‘reads’ badly from a literary (narrative) standpoint, but makes sense in terms of game play: More »

Games Today: We Do Melodrama?

4:00AM Maggie Greene | The term ‘melodrama’ is a somewhat loaded term — ask a few people if X media counts as melodrama, and you’re likely to get a variety of answers. Michael Abbott discusses melodrama in one accepted context (a definition that I would quibble with based on my own background dealing with ‘melodramatic representation’) in reference to games. Yes, we do do melodrama — everything from GTA to Metal Gear to Final Fantasy plays with at least one interpretation of melodrama: More »